VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

Daimeri_0618

  • Shun
  • Kage
  • Wolf
  • Akira
  • Brad
  • Goh
Career matches1,506
Career win rate57.4%
Round win rate52.8%
Peak rank32
Distinct opponents137
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1517 #1,890 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

Jacky3068837930955.1%
Shun3251531020560.2%
Kage252051149155.6%
Wolf2776532369.7%
Akira262091145.0%
Goh212020.0%
Brad21000—
Vanessa—000—

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

1,232 of 1,232 rounds counted

6.1 inputs a second (363 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.1364608
Shun6.4382397
Kage5.5330173
Wolf5.432645
Akira5.13063
Brad6.43823
Goh5.63363

By opponent's character

Akira6.3380190
Jacky6.0358124
Sarah6.2374108
Wolf5.935788
Goh5.935385
Pai6.136584
Aoi5.835074
Brad6.036363
Jean5.835056
Jeffry5.834657
Taka6.036347
Lion6.438647
Shun6.337842
Vanessa6.136542
El Blaze5.834835
Kage6.438137
Lau5.533333
Eileen6.03588
Lei Fei6.03619
Dural4.22523

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

Akira46291763.0%+7.6
Jacky31141745.2%-6.6
Sarah2618869.2%+11.9
Wolf2314960.9%+3.0
Goh2114766.7%+11.7
Pai2181338.1%-20.4
Aoi1881044.4%-15.4
Brad159660.0%-0.0
Jean147750.0%-7.4
Jeffry148657.1%+3.1
Taka1311284.6%+24.8
Lion127558.3%+0.1
Shun105550.0%-7.3
Vanessa105550.0%-3.1
El Blaze95455.6%-4.7
Kage95455.6%+3.9
Lau94544.4%-12.9
Eileen220100.0%+43.0
Lei Fei21150.0%-29.0
Dural1010.0%-88.3

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Breakable Full Fence40231757.5%-0.3
Open36231363.9%+12.0
Half Fence35201557.1%-3.4
Breakable Half Fence30161453.3%-6.4
Octagon28111739.3%-14.2
Single Wall2819967.9%+12.5
Full Fence2718966.7%+8.2
Rectangle27171063.0%+4.0
Low Fence2315865.2%+10.7
Full Fence and Open113827.3%-29.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18756.1%58.0%-1.9
No walls8765.5%54.9%+10.6

Walls against open: -12.5 points (95% range -25.1 to +0.0), p 0.051 — 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

emespink (Rank 29)2026/10/1876185.7%
Wonda15426 (Rank 27)2026/10/1864266.7%
jiwoonpk (Rank 32)2026/10/1764266.7%
Sunday (Rank 26)2026/10/17550100.0%
KillBill (Rank 31)2026/10/1695455.6%
ジャキる。 (Rank 34)2026/10/16135838.5%
タイヨウ (Rank 29)2026/10/1351420.0%
カイMk.2 (Rank 33)2026/10/1362433.3%
mitorakujo (Rank 27)2026/10/1153260.0%
neary (Rank 28)2026/10/0465183.3%
豆次郎 (Rank 23)2026/09/2842250.0%
獣王ガチョーン (Rank 27)2026/09/2861516.7%
fazz00r (Rank 29)2026/09/0342250.0%
フルメタル (Rank 26)2026/09/0353260.0%
青山@はなちゃん (Rank 29)2026/09/0254180.0%
unknown (Rank 27)2026/08/3053260.0%
kinoppy0126 (Rank 21)2026/08/2787187.5%
忘本朱の父 (Rank 27)2026/08/2741325.0%
みの (Rank 26)2026/08/2552340.0%
ぽこぺん太2nd (Rank 25)2026/08/2342250.0%
ゅろぽ (Rank 24)2026/07/2841325.0%
super_style (Rank 22)2026/07/2654180.0%
momamoa (Rank 24)2026/07/08440100.0%
ayua0416 (Rank 11)2026/07/0361516.7%
保坂 縁 (Rank 10)2026/07/02440100.0%

Round openings

Every character

Slant Back Knuckle1P into Rage Kick1PK565.7%
backdash into Spin Heel Sword4K+G515.2%
backdash into evade down454.5%
backdash into backward movement313.1%
guardG282.8%
evade down into guardG272.7%
Haisenchu1P into Haisenchu Kaikakyaku1PK252.5%
backdash into guardG242.4%
backdash222.2%
backdash into Long Stride Back Knuckle4P+K212.1%
evade up202.0%
offensive move151.5%
Haisenchu1P141.4%
evade up into guardG141.4%
backdash into offensive move131.3%

255 further openings account for the other 584 rounds.

Counted from 246 of the 305 matches played. The rest were not pulled for openings.

Jacky

Career
379–309 · 55.1%
This season
150 matches · 56.7%
Peak rank
30

First hit in 43.3% of 503 rounds. Won 51.4% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

How is this tested?

Slant Back Knuckle1P into Rage Kick1PK5611.1%
backdash into Spin Heel Sword4K+G5110.1%
backdash into evade down224.4%
backdash into Long Stride Back Knuckle4P+K214.2%
backdash into backward movement183.6%
backdash into guardG153.0%
evade up153.0%
guardG153.0%
Low Spin Kick1K+G122.4%
backdash122.4%
evade down into guardG102.0%
Dash Hammer Kick66K91.8%
backdash into Spinning Back Knuckle4P91.8%
Slide Shuffle (Deflect)4P+K+G into crouch81.6%
Somersault Kick7K81.6%

99 further openings account for the other 222 rounds.

Counted from 124 of the 150 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
Akira11–3 · 79%4–2 · 67%too few to test

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

26 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?

Shun

Career
310–205 · 60.2%
This season
97 matches · 62.9%
Peak rank
32

First hit in 44.3% of 289 rounds. Won 62.5% of the rounds they struck first, 55.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P into Haisenchu Kaikakyaku1PK258.5%
backdash into evade down165.4%
offensive move155.1%
Haisenchu1P144.8%
backdash into offensive move124.1%
Tenshin Souchushou6P+K113.7%
Kasen Chugeki6P into Kasen Zenbokushou6PP93.1%
Gyou'in Haishu3P into Tenshin Benshu4P+K82.7%
backdash into Kasen Gyou'in6P+K+G82.7%
Rensai Gakushu46PP into Rengeki Gakushu46PPP72.4%
Ryubikyaku8K+G72.4%
evade down into guardG72.4%
backdash into Tenshin Benshu4P+K62.0%
backdash into backward movement62.0%
Asen Kaikyaku44K51.7%

78 further openings account for the other 138 rounds.

Counted from 72 of the 97 matches played. The rest were not pulled for openings.

Kage

Career
114–91 · 55.6%
This season
44 matches · 45.5%
Peak rank
25

First hit in 41.0% of 173 rounds. Won 60.6% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hagakure-ryu In Raijingeki46P+K116.4%
evade down into guardG95.2%
guardG84.6%
backdash74.0%
backdash into Kodachinuki4K74.0%
Fusenjin3P into Shippuzan3PP63.5%
backdash into Rasen4P63.5%
backdash into backward movement63.5%
backdash into guardG63.5%
Rasen4P into Rasen Urageri4PK52.9%
backdash into evade down52.9%
Hagakure-ryu In Raijingeki46P+K42.3%
Hagakure-ryu In Raijingeki46P+K into SouhajinP+K42.3%
evade down42.3%
Senpugeri7K31.7%

65 further openings account for the other 82 rounds.

Wolf

Career
53–23 · 69.7%
This season
12 matches · 58.3%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Heavy Middle Kick3K+G321.4%
Level Back CrushP+K17.1%
Low Drop Kick62K17.1%
Savate4K17.1%
backdash into Heavy Toe Kick4K+G17.1%
backdash into One-Hand Reverse Hammer4P+K17.1%
backdash into Savate4K17.1%
backdash into backward movement17.1%
crouch dash back into Low Hammer2P17.1%
evade down into Dragonfish Blow6PP17.1%
evade down into guardG17.1%
evade up into Dragonfish Blow6PP17.1%

Counted from 4 of the 12 matches played. The rest were not pulled for openings.

Brad

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Ducking6P+K+G133.3%
backdash into Jaguar Tail2K+G133.3%
backdash into evade down133.3%

Goh

Career
0–2 · 0.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Shouzuka Okuri1P+K133.3%
backdash into evade down133.3%
backdash into throwP+G133.3%

Not counted here: Akira. 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 (15 here; about 0.8 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: 1 of 15 tests hold up
  • Shun: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Goh: not tested (too few rounds)