VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Jacky

Oo-Mujirushi-oO

  • Kage
  • Akira
Career matches10,052
Career win rate50.6%
Round win rate49.3%
Peak rank31
Distinct opponents329
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1597 #1,367 of 3,686 on 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

Jacky316,2483,1393,10950.2%
Kage303,3771,7111,66650.7%
Akira2942723319454.6%

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

2,817 of 4,510 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.34962,383
Kage7.2434297
Akira8.6516137

By opponent's character

Jacky8.3499466
Akira8.1488350
Jeffry8.3497214
Wolf8.6515221
Shun8.1485195
Lau8.4502136
Goh7.9474132
Kage8.0481106
Lei Fei7.9476130
Sarah8.1488124
Pai8.3498135
Aoi7.847093
Brad8.2494102
Jean7.9473122
Vanessa7.947474
Lion8.1484105
El Blaze7.947754
Eileen7.444336
Taka7.947419
Dural7.64583

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

Jacky157847353.5%+2.0
Akira129527740.3%-4.9
Jeffry97415642.3%-7.3
Wolf73383552.0%+4.1
Shun72432959.7%+6.4
Lau62313150.0%+1.7
Goh61263542.6%-2.4
Kage55282750.9%+0.5
Lei Fei55253045.5%+1.5
Sarah52331963.5%+14.9
Pai49292059.2%+4.4
Aoi46262056.5%+7.5
Brad43172639.5%-7.2
Jean37152240.5%-4.7
Vanessa37142337.8%-12.3
Lion35161945.7%+1.6
El Blaze2091145.0%-11.1
Eileen169756.2%+6.8
Taka94544.4%-8.6
Dural31233.3%-27.1

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 would by chance alone.

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 Wall135657048.1%-0.2
Full Fence134785658.2%+9.6
Breakable Half Fence120507041.7%-7.8
Breakable Full Fence119506942.0%-7.7
Low Fence109486144.0%-4.4
Octagon99514851.5%+3.1
Open96445245.8%-2.2
Rectangle87424548.3%+0.7
Half Fence85473855.3%+6.0
Full Fence and Open51282354.9%+4.5

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls64449.4%48.9%+0.4
No walls34046.2%48.1%-1.9

Walls against open: +2.4 points (95% range -4.4 to +9.2), p 0.491 — no measurable difference.

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

monky-d-taku (Rank 29)2026/10/10128466.7%
Tangent_arc1993 (Rank 28)2026/09/2886275.0%
gin-chaman (Rank 27)2026/09/121441028.6%
SGEcho4649 (Rank 25)2026/09/102191242.9%
imhanzo (Rank 27)2026/09/0485362.5%
猫鼻 (Rank 31)2026/09/0492722.2%
イイダ (Rank 29)2026/08/2882625.0%
E-BB1 (Rank 25)2026/08/17169756.2%
ヘニオ (Rank 33)2026/08/0435112431.4%
DENKI_HIGE (Rank 28)2026/08/0475271.4%
teninkun-kuuhaku (Rank 31)2026/07/261951426.3%
west-muta (Rank 32)2026/07/2694544.4%
rauscarlet (Rank 27)2026/07/2595455.6%
markey39 (Rank 28)2026/07/2582625.0%
GOODGODDOG (Rank 30)2026/07/22168850.0%
★★★★★ (Rank 32)2026/07/16115645.5%
TAPIOKA (Rank 30)2026/07/1698188.9%
ルビーロマン葵 (Rank 30)2026/07/03146842.9%
PIECE-Estate66 (Rank 29)2026/06/06116554.5%
マーレさん (Rank 33)2026/05/22124833.3%
zephyr_dural (Rank 30)2026/05/2082625.0%
sentakuya_k (Rank 30)2026/05/1794544.4%
究極無敵 (Rank 31)2026/05/1771614.3%
hayate (Rank 29)2026/05/15136746.1%
hotman_jet795 (Rank 25)2026/04/221110190.9%

Round openings

Every character

backdash into evade up65014.8%
Middle Smash6P50011.4%
backdash into Spin Heel Sword4K+G3708.4%
Groin Kick6K+G2475.6%
backdash into guardG2104.8%
forward movement into punchP1824.2%
Low Spin Kick1K+G1774.0%
forward movement into Jab StraightPP1323.0%
backward movement into evade up1232.8%
forward movement into Jab Double StraightPPP1082.5%
backdash into crouch dash back1062.4%
punchP872.0%
Dash Hammer Kick66K811.9%
Middle Smash6P into crouch dash forward681.6%
backdash into Middle Smash6P571.3%

247 further openings account for the other 1,291 rounds.

Counted from 1,077 of the 1,108 matches played. The rest were not pulled for openings.

Jacky

Career
3,139–3,109 · 50.2%
This season
997 matches · 48.2%
Peak rank
31

First hit in 50.3% of 3,957 rounds. Won 53.1% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 61.2% of rounds, against 42.7% in their other rounds.
  • Against Akira: backs off first in 57.0% of rounds, against 46.0% against everyone else.
  • After winning a round: moves in first in 20.1% of rounds, against 10.1% after losing one.
  • When ahead: moves in first in 17.3% of rounds, against 10.2% when level or behind.
  • In round 1: opens with “backdash into evade up” in 20.9% of rounds, against 13.0% in their other rounds.
  • Against Kage: opens with “6P Middle Smash” in 23.9% of rounds, against 12.0% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 12.3% of rounds, against 5.7% after anything else.
  • After losing a round: opens with “backdash into 4K+G Spin Heel Sword” in 13.6% of rounds, against 5.4% after winning one.
  • When behind: opens with “backdash into 4K+G Spin Heel Sword” in 14.4% of rounds, against 7.6% when ahead or level.
  • Against a Shun on no drinks: opens with “backdash into evade up” in 17.7% of rounds, against 2.9% against a Shun on other counts.

How is this tested?

backdash into evade up59214.9%
Middle Smash6P50012.6%
backdash into Spin Heel Sword4K+G3709.3%
Groin Kick6K+G2476.2%
backdash into guardG1944.9%
Low Spin Kick1K+G1774.5%
forward movement into punchP1574.0%
forward movement into Jab StraightPP1323.3%
backward movement into evade up1142.9%
forward movement into Jab Double StraightPPP1082.7%
backdash into crouch dash back1012.5%
Dash Hammer Kick66K812.0%
punchP691.7%
Middle Smash6P into crouch dash forward681.7%
backdash into Middle Smash6P571.4%

188 further openings account for the other 1,004 rounds.

Counted from 976 of the 997 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky31–32 · 49%28–25 · 53%-3.0
Akira31–45 · 41%11–20 · 35%+2.7
Jeffry20–26 · 43%12–17 · 41%too few to test
Shun34–19 · 64%6–7 · 46%too few to test
Wolf14–16 · 47%14–13 · 52%too few to test
Goh16–22 · 42%2–9 · 18%too few to test
Lau19–17 · 53%5–7 · 42%too few to test
Lei Fei9–16 · 36%7–8 · 47%too few to test
Kage12–16 · 43%7–10 · 41%too few to test
Pai22–11 · 67%3–5 · 38%too few to test
Sarah7–10 · 41%18–7 · 72%too few to test
Aoi15–6 · 71%8–8 · 50%too few to test
Brad6–9 · 40%2–7 · 22%too few to test
Jean3–13 · 19%10–6 · 62%too few to test
Vanessa8–14 · 36%0–4 · 0%too few to test
Lion8–6 · 57%4–5 · 44%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

21 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Kage

Career
1,711–1,666 · 50.7%
This season
78 matches · 53.9%
Peak rank
30

First hit in 55.5% of 319 rounds. Won 51.4% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 51.3% of rounds, against 28.7% in their other rounds.
  • In round 1: opens with “backdash into evade up” in 19.2% of rounds, against 9.0% in their other rounds.

How is this tested?

Hiji'uchi6P4614.3%
Ryu'eikyaku66K4514.0%
Rasen4P3912.1%
backdash into evade up3711.5%
punchP185.6%
backdash into guardG144.3%
forward movement into ResshouPP103.1%
backdash into Hiji'uchi6P92.8%
backward movement into evade up82.5%
forward movement into punchP72.2%
backdash into Fusenjin3P61.9%
forward dash into forward kick6K61.9%
Rasen4P into crouch dash forward51.6%
backdash into Nakageri3K51.6%
backdash into Rasen4P51.6%

41 further openings account for the other 62 rounds.

Akira

Career
233–194 · 54.6%
This season
33 matches · 54.5%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2121.9%
Rimon Chouchu66P1818.8%
forward movement into punchP1818.8%
forward dash into Jouho Touken6P88.3%
Rimon Chouchu66P into forward dash66.2%
Rimon Chouchu66P into crouch dash forward22.1%
backdash into crouch dash back22.1%
backdash into guardG22.1%
backward movement into Jouho Touken6P22.1%
Jouho Touken6P into forward dash11.0%
Rimon Chouchu66P into backdash11.0%
backdash into Ekishou3P11.0%
backdash into Hachimon KaidaPP11.0%
backdash into Jouho Touken6P11.0%
backdash into Rimon Chouchu66P11.0%

11 further openings account for the other 11 rounds.

Counted from 23 of the 33 matches played. The rest 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 (32 here; about 1.6 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Jacky: 10 of 18 tests hold up
  • Kage: 2 of 14 tests hold up
  • Akira: not tested (too few rounds)