VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

aida346-SA

  • Jeffry
  • Pai
  • Wolf
Career matches131
Career win rate80.9%
Round win rate64.0%
Peak rank26
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1362 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

Jacky26117932479.5%
Jeffry181413192.9%
Pai21000—
Wolf16000—

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

111 of 111 rounds counted

9.1 inputs a second (545 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.255281
Jeffry8.852823
Pai8.95354
Wolf8.14863

By opponent's character

Jacky9.154724
Shun8.651615
Akira8.953710
Goh8.65189
Aoi9.05419
Taka8.75227
Wolf9.85907
Brad10.86494
Jean8.45035
Jeffry10.26125
Lei Fei9.35614
Lion9.55684
Sarah10.76444
Vanessa8.04804

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

Jacky65183.3%+40.1
Shun550100.0%+6.4
Akira330100.0%+15.7
Goh3030.0%-94.8
Aoi21150.0%-10.2
Taka21150.0%-43.5
Wolf220100.0%+20.9
Brad110100.0%+34.0
Jean110100.0%+20.6
Jeffry110100.0%+10.5
Lei Fei110100.0%+10.7
Lion110100.0%+17.4
Sarah110100.0%+47.4
Vanessa1010.0%-82.9

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

Single Wall64266.7%+10.1
Full Fence54180.0%+30.5
Open54180.0%-6.0
Half Fence42250.0%-45.7
Octagon330100.0%+7.3
Rectangle32166.7%-21.9
Full Fence and Open220100.0%+5.9
Low Fence220100.0%+19.6

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
Walls1573.3%78.1%-4.7
No walls1376.9%72.3%+4.6

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

THE_SnASH (Rank 25)2026/10/05110100.0%
DOMNSEMN (Rank 25)2026/10/05110100.0%
zono (Rank 12)2026/09/07110100.0%
千種うるふ(nomore) (Rank 27)2026/08/31110100.0%
CodE:BrEak.Thr0uGh (Rank 24)2026/08/311010.0%
MIRA-METAL (Rank 21)2026/08/31110100.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 28)2026/08/311010.0%
b.bananacnn2 (Rank 21)2026/08/29330100.0%
你是来拉屎的吗 (Rank 23)2026/08/27110100.0%
tycc123 (Rank 10)2026/08/24440100.0%
[18]Ⅳ◎-<00>-◎Ⅵ[81] (Rank 21)2026/08/24110100.0%
熟女♡ベネッサ (Rank 27)2026/08/211010.0%
Wonda15426 (Rank 28)2026/08/21110100.0%
uns/em (Rank 24)2026/08/212020.0%
あぽろん (Rank 27)2026/08/21110100.0%
swhy2008 (Rank 10)2026/07/18110100.0%
G13 (Rank 22)2026/07/18220100.0%
Momomia (Rank 24)2026/07/1854180.0%
ちび-G (Rank 29)2026/07/131010.0%

Round openings

Every character

Slide Shuffle (Deflect)4P+K+G into crouch109.8%
backdash into Middle Spin Kick46K+G87.8%
backdash into Double Hammer Down43P76.9%
backdash into Hell Dunk Elbow2P+K76.9%
crouch into Low Spin Kick1K+G54.9%
guardG into Slide Shuffle (Deflect)4P+K+G54.9%
backdash into Beat & Back KnuckleP+KP43.9%
Middle Spin Kick46K+G32.9%
backdash into Middle Kick3K32.9%
backdash into backward movement32.9%
Double Hammer Down43P22.0%
Low Spin Kick1K+G22.0%
Middle Hell Stab6P+K22.0%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K22.0%
backdash into Punch High KickPK22.0%

30 further openings account for the other 37 rounds.

Counted from 28 of the 30 matches played. The rest were not pulled for openings.

Jacky

Career
93–24 · 79.5%
This season
21 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slide Shuffle (Deflect)4P+K+G into crouch1013.9%
backdash into Middle Spin Kick46K+G811.1%
crouch into Low Spin Kick1K+G56.9%
guardG into Slide Shuffle (Deflect)4P+K+G56.9%
backdash into Beat & Back KnuckleP+KP45.6%
Middle Spin Kick46K+G34.2%
backdash into Middle Kick3K34.2%
backdash into backward movement34.2%
Low Spin Kick1K+G22.8%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K22.8%
backdash into Punch High KickPK22.8%
backdash into Slide Shuffle (Deflect)4P+K+G22.8%
backdash into Step-in Middle Kick66K+G22.8%
forward dash into Groin Kick6K+G22.8%
forward dash into High Angle Upper Kick6K22.8%

17 further openings account for the other 17 rounds.

Counted from 19 of the 21 matches played. The rest were not pulled for openings.

Jeffry

Career
13–1 · 92.9%
This season
7 matches · 100.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P730.4%
backdash into Hell Dunk Elbow2P+K730.4%
Double Hammer Down43P28.7%
Middle Hell Stab6P+K28.7%
backdash into Middle Hell Stab6P+K14.3%
backdash into Toe Kick2K14.3%
backdash into guardG14.3%
backdash into punchP14.3%
backdash into throw escape14.3%

Pai

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tenshin Oushoushou46P+K250.0%
backdash into evade down125.0%
forward movement into RaigekishouPPP125.0%

Wolf

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rolling Savate6K+G133.3%
backdash into crouch133.3%
backdash into throwP+G133.3%

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)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Wolf: not tested (too few rounds)