VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Jacky

ooo_MANDA

  • Lau
  • Jean
  • Goh
Career matches462
Career win rate67.1%
Round win rate58.1%
Peak rank31
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1494 Not ranked yet: the list needs 50 matches. See the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Jacky3136925111868.0%
Lau2758391967.2%
Jean262113861.9%
Goh26147750.0%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

161 of 179 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.438393
Lau6.337847
Jean7.847016
Goh5.73425

By opponent's character

Aoi6.03586
Pai6.237122
Shun6.036018
Jean6.539116
Sarah5.633615
Wolf6.639817
Akira7.44479
El Blaze6.136714
Goh8.751913
Jacky6.63948
Kage6.33798
Jeffry7.74604
Lau5.83515
Lion5.83463
Taka7.94753

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Aoi64266.7%+12.3
Pai52340.0%-21.4
Shun53260.0%-9.9
Jean43175.0%+27.1
Sarah440100.0%+46.0
Wolf42250.0%-3.7
Akira330100.0%+35.8
El Blaze32166.7%+11.3
Goh31233.3%-41.1
Jacky2020.0%-54.4
Kage220100.0%+30.5
Jeffry1010.0%-50.9
Lau1010.0%-65.1
Lion1010.0%-71.8
Taka110100.0%+35.9

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Low Fence74357.1%-1.1
Breakable Full Fence63350.0%-2.9
Half Fence63350.0%-9.4
Full Fence54180.0%+21.1
Octagon53260.0%+2.6
Single Wall54180.0%+20.6
Rectangle42250.0%-12.3
Open31233.3%-43.2
Breakable Half Fence21150.0%-13.1
Full Fence and Open110100.0%+29.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2857.1%58.1%-1.0
No walls1560.0%62.4%-2.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

VEPPAN/NOGI (Rank 31)2026/10/131010.0%
TECHNIgotty (Rank 30)2026/10/111010.0%
Dark (Rank 33)2026/10/09110100.0%
あなたのかみさま (Rank 25)2026/10/0921150.0%
jackgnhang (Rank 28)2026/10/071010.0%
HayanieMozu (Rank 23)2026/10/072020.0%
ぽん (Rank 28)2026/10/0521150.0%
tamaneen (Rank 30)2026/10/0532166.7%
mitorakujo (Rank 28)2026/09/261010.0%
アオゾラ。aozora (Rank 29)2026/09/2631233.3%
造り酒屋の御曹司 (Rank 26)2026/09/26110100.0%
Q (Rank 24)2026/09/23110100.0%
みらめたる (Rank 21)2026/09/10220100.0%
AlicerLandeel (Rank 32)2026/09/101010.0%
elf4sale (Rank 32)2026/08/241010.0%
RENCYZOMB13 (Rank 27)2026/08/23220100.0%
VF5FSKAGE (Rank 27)2026/08/23110100.0%
cthryu (Rank 23)2026/08/05110100.0%
Mon3tr (Rank 23)2026/08/04110100.0%
μ (Rank 26)2026/07/021010.0%
gimoring (Rank 26)2026/07/02110100.0%
SouzaTheo (Rank 23)2026/07/02110100.0%
osAnKIRA (Rank 23)2026/07/02110100.0%
nekota (Rank 24)2026/05/1321150.0%
Realbard]변화의계절 (Rank 24)2026/05/1321150.0%

Round openings

Every character

Squat Straight2P65.1%
backdash into evade up65.1%
Squat Straight2P into Smash Straight3P54.2%
backdash into Middle Kick3K54.2%
Low Spin Kick1K+G43.4%
Slant Back Knuckle1P43.4%
backdash into Junho Chushou33P43.4%
backdash into Spin Heel Sword4K+G43.4%
Middle Smash6P into Middle Smash Sword6PK32.5%
crouch dash forward into Smash Straight3P32.5%
guardG32.5%
Dash Hammer Kick66K21.7%
Groin Kick6K+G21.7%
Kosoushou46P into forward movement21.7%
Slant Back Knuckle1P into kickK21.7%

52 further openings account for the other 63 rounds.

Counted from 30 of the 44 matches played. The rest were not pulled for openings.

Jacky

Career
251–118 · 68.0%
This season
27 matches · 59.3%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Squat Straight2P66.7%
Squat Straight2P into Smash Straight3P55.6%
backdash into Middle Kick3K55.6%
Low Spin Kick1K+G44.4%
Slant Back Knuckle1P44.4%
backdash into Spin Heel Sword4K+G44.4%
Middle Smash6P into Middle Smash Sword6PK33.3%
backdash into evade up33.3%
crouch dash forward into Smash Straight3P33.3%
guardG33.3%
Dash Hammer Kick66K22.2%
Groin Kick6K+G22.2%
Slant Back Knuckle1P into kickK22.2%
Squat Straight2P into crouch22.2%
backdash into High Angle Upper Kick6K22.2%

35 further openings account for the other 40 rounds.

Counted from 22 of the 27 matches played. The rest were not pulled for openings.

Lau

Career
39–19 · 67.2%
This season
13 matches · 69.2%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Junho Chushou33P418.2%
Kosoushou46P into forward movement29.1%
evade up into Kokyaku Haiten7K29.1%
guardG into Souchuken2P29.1%
Kokyaku Haiten7K14.5%
RenshouPP into RaigekishouPPP14.5%
Souchuken2P into forward dash14.5%
backdash into Sako Soushou4P+K14.5%
backdash into Shakashou3P14.5%
backdash into evade up14.5%
backward movement into guardG14.5%
crouch into down-back kick1K14.5%
forward dash into Kasoutai2K14.5%
forward dash into forward movement14.5%
guardG into evade down14.5%

1 further openings account for the other 1 rounds.

Counted from 6 of the 13 matches played. The rest were not pulled for openings.

Jean

Career
13–8 · 61.9%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kake'uchi~Maekeri'age46PK233.3%
backdash into evade up233.3%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK116.7%
Yoko'enpi6P116.7%

Counted from 2 of the 4 matches played. The rest were not pulled for openings.

Not counted here: Goh. Their matches were not pulled for openings.

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jean: not tested (too few rounds)