VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

gigantic-show422

  • Lion
  • Vanessa
Career matches4,093
Career win rate51.4%
Round win rate48.9%
Peak rank35
Distinct opponents145
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1612 #1,269 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

Jacky332,2861,1321,15449.5%
Lion351,80697183553.8%
Vanessa261010.0%

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

3,374 of 3,517 rounds counted

8.8 inputs a second (531 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.75212,253
Lion9.25511,113
Vanessa9.15478

By opponent's character

Akira9.0539421
Jacky9.2550375
Wolf8.9534405
Jean8.7523340
Jeffry8.7525313
Shun8.9533171
El Blaze8.7519193
Kage9.0541142
Taka8.9534138
Pai8.7524140
Lion9.0537136
Sarah8.4507128
Goh8.852693
Aoi8.450388
Vanessa8.853074
Lau9.255555
Brad9.456362
Lei Fei8.048156
Eileen8.751935
Dural8.85319

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

Akira109505945.9%-0.8
Jacky101524951.5%+4.2
Wolf99376237.4%-11.8
Jean87345339.1%-12.7
Jeffry81414050.6%+1.5
Shun46281860.9%+13.8
El Blaze45271860.0%+7.0
Kage37241364.9%+16.5
Taka35201557.1%+14.1
Pai34171750.0%+0.3
Lion32161650.0%+5.0
Sarah32151746.9%-3.1
Goh2691734.6%-17.4
Aoi2116576.2%+23.7
Vanessa21111052.4%-3.2
Lau178947.1%+3.5
Brad168850.0%-0.6
Lei Fei136746.1%-7.3
Eileen81712.5%-26.9
Dural2020.0%-66.2

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Octagon101465545.5%-5.5
Rectangle100495149.0%-0.3
Low Fence95435245.3%-3.5
Breakable Full Fence94534156.4%+9.0
Full Fence92553759.8%+11.7
Open92464650.0%+1.8
Single Wall82453754.9%+9.2
Breakable Half Fence67323547.8%+4.1
Half Fence67283941.8%-12.0
Full Fence and Open2681830.8%-23.3

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls52150.5%49.1%+1.4
No walls26949.8%47.8%+2.0

Walls against open: -0.6 points (95% range -8.8 to +7.5), p 0.880 — 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

やまだ.com (Rank 36)2026/10/16189950.0%
マクシミリアン15世 (Rank 32)2026/10/1690504055.6%
nanami.madogiwa (Rank 32)2026/10/141981142.1%
ヘニオ (Rank 35)2026/10/142091145.0%
bonbon (Rank 29)2026/10/14134930.8%
ATSHSHI (Rank 32)2026/09/302591636.0%
滝太郎(Takitarou) (Rank 32)2026/09/2926121446.1%
be-shedded (Rank 28)2026/09/29128466.7%
タイヨウ (Rank 33)2026/09/2934181652.9%
もっこり (Rank 35)2026/09/2693633.3%
役小角 (Rank 32)2026/09/1830201066.7%
hikabun (Rank 36)2026/09/0928101835.7%
太鼓の別人@夏Bonus無し (Rank 32)2026/09/04158753.3%
delicioso (Rank 33)2026/09/02103730.0%
cokeshi (Rank 29)2026/09/0221111052.4%
fwnd1396 (Rank 35)2026/08/29156940.0%
ちょいそる (Rank 28)2026/08/27116554.5%
カミナリおやじ (Rank 30)2026/08/052112957.1%
ガリバー (Rank 31)2026/07/2596366.7%
けいすけ新宿 (Rank 33)2026/07/19107370.0%
interceptor (Rank 39)2026/07/101421214.3%
ヒ・ジハー (Rank 35)2026/06/17125741.7%
筋トレ職人 (Rank 32)2026/06/1796366.7%
ブロッサム (Rank 35)2026/06/041661037.5%
MikuMartineau (Rank 30)2026/05/1995455.6%

Round openings

Every character

guardG into throw escape2527.5%
backdash into evade up1444.3%
forward movement into punchP1283.8%
backdash into evade down1123.3%
backdash into throw escape952.8%
crouch into Katousui2P942.8%
punchP882.6%
backdash into backward movement782.3%
crouch into Squat Straight2P742.2%
Dash Hammer Kick66K into High Angle Upper Kick6K722.1%
backdash into Slide Shuffle (Deflect)4P+K+G722.1%
Dash Hammer Kick66K682.0%
Slant Back Knuckle1P into Rage Kick1PK541.6%
guardG441.3%
backdash into guardG401.2%

447 further openings account for the other 1,945 rounds.

Counted from 822 of the 862 matches played. The rest were not pulled for openings.

Jacky

Career
1,132–1,154 · 49.5%
This season
567 matches · 48.5%
Peak rank
33

First hit in 47.4% of 2,195 rounds. Won 51.9% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 19.0% of rounds, against 11.2% in their other rounds.
  • Against Akira: moves in first in 20.5% of rounds, against 11.9% against everyone else.
  • In round 2: opens with “G guard into throw escape” in 12.7% of rounds, against 6.4% in their other rounds.
  • Against Jeffry: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 7.7% of rounds, against 2.7% against everyone else.

How is this tested?

guardG into throw escape1768.0%
backdash into evade up1054.8%
backdash into evade down853.8%
crouch into Squat Straight2P743.4%
Dash Hammer Kick66K into High Angle Upper Kick6K723.3%
backdash into Slide Shuffle (Deflect)4P+K+G723.3%
backdash into throw escape713.2%
Dash Hammer Kick66K683.1%
backdash into backward movement602.7%
punchP602.7%
Slant Back Knuckle1P into Rage Kick1PK542.4%
forward movement into punchP542.4%
forward movement into Punch High KickPK371.7%
crouch into Middle Kick3K341.5%
Slant Back Knuckle1P331.5%

254 further openings account for the other 1,156 rounds.

Counted from 536 of the 567 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
Akira19–30 · 39%12–7 · 63%too few to test
Jacky21–19 · 52%10–9 · 53%too few to test
Jeffry23–13 · 64%9–13 · 41%too few to test
Wolf23–21 · 52%1–6 · 14%too few to test
Jean10–10 · 50%8–11 · 42%too few to test
Taka9–10 · 47%8–5 · 62%too few to test
El Blaze9–12 · 43%6–2 · 75%too few to test
Pai7–7 · 50%5–4 · 56%too few to test
Lion14–7 · 67%0–2 · 0%too few to test
Sarah7–7 · 50%4–0 · 100%too few to test
Shun10–5 · 67%1–2 · 33%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.

31 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?

Lion

Career
971–835 · 53.8%
This season
293 matches · 49.5%
Peak rank
35

First hit in 57.4% of 1,134 rounds. Won 52.8% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 32.4% of rounds, against 20.5% in their other rounds.
  • In round 4 or later: opens with “crouch into 2P Katousui” in 12.9% of rounds, against 6.6% in their other rounds.
  • Against Jean: opens with “P punch” in 7.7% of rounds, against 1.6% against everyone else.

How is this tested?

crouch into Katousui2P948.2%
guardG into throw escape766.7%
forward movement into punchP746.5%
backdash into evade up393.4%
punchP282.5%
backdash into evade down272.4%
backdash into throw escape242.1%
crouch into Dantai3K242.1%
Juchou Senshou8P+K232.0%
crouch dash forward into Sen'inshou3P232.0%
Banchu6P into Banchu Renkanshu6PP221.9%
backdash into backward movement181.6%
guardG into punchP181.6%
Katousui2P171.5%
Shicchi Soutai3K+G161.4%

222 further openings account for the other 618 rounds.

Counted from 284 of the 293 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean11–18 · 38%2–4 · 33%too few to test
Wolf6–17 · 26%4–8 · 33%too few to test
Jacky10–13 · 43%10–3 · 77%too few to test
Kage8–5 · 62%8–6 · 57%too few to test
Shun11–6 · 65%4–1 · 80%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.

9 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?

Vanessa

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Bone Crush Middle into guardG112.5%
Defensive Style: Wind Elbow112.5%
Defensive Style: backdash into evade down112.5%
Defensive Style: guard112.5%
Defensive Style: guard into evade down112.5%
Offensive Style: backward movement into evade down112.5%
Offensive Style: evade down into Sweet Leg Slash1P112.5%
Offensive Style: evade up into crouch dash back112.5%

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 (31 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: 4 of 16 tests hold up
  • Lion: 3 of 15 tests hold up
  • Vanessa: not tested (too few rounds)