VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

AZY-G_UK

  • Jacky
Career matches948
Career win rate53.6%
Round win rate47.7%
Peak rank29
Distinct opponents18
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1464 #2,241 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

Pai2980344236155.0%
Jacky24145667945.5%

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

524 of 524 rounds counted

8.6 inputs a second (513 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.4503354
Pai8.9536170

By opponent's character

Sarah8.7519238
Akira8.4506104
Jean8.047732
Eileen9.355623
Lau8.249122
Brad8.651821
Jacky8.450618
Shun8.450418
Aoi8.450615
Pai9.356111
Dural8.34989
Jeffry7.74627
Lion9.95966

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

Sarah57342359.6%-1.6
Akira291283.5%-22.9
Jean880100.0%+9.0
Eileen660100.0%+59.4
Lau62433.3%-8.0
Brad54180.0%+27.4
Jacky54180.0%+31.4
Shun51420.0%-0.7
Aoi41325.0%+4.2
Pai31233.3%+5.5
Dural2020.0%-52.9
Jeffry220100.0%+20.2
Lion2020.0%-18.3

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 Fence27161159.3%+8.6
Breakable Full Fence24121250.0%-10.0
Open1431121.4%-6.9
Breakable Half Fence139469.2%+21.1
Octagon125741.7%-10.4
Full Fence74357.1%+14.3
Full Fence and Open74357.1%+11.4
Rectangle74357.1%+2.7
Single Wall71614.3%-15.3
Half Fence42250.0%+5.8

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
Walls6753.7%52.7%+1.1
No walls4841.7%41.7%-0.1

Walls against open: +1.1 points (95% range -17.6 to +19.8), p 0.907 — 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

PsiLo (Rank 24)2026/09/082011955.0%
UnderLogic (Rank 21)2026/09/082418675.0%
Kingheim (Rank 43)2026/09/082020.0%
Kamille★修正パンチ (Rank 45)2026/09/07180180.0%
joyKiller (Rank 29)2026/09/074040.0%
BOTWaldo (Rank 5)2026/09/07660100.0%
luckystrike (Rank 29)2026/09/0731233.3%
Kephirat (Rank 25)2026/09/07660100.0%
Dogfingers (Rank 22)2026/09/061010.0%
Cooljerk (Rank 21)2026/09/061010.0%
[MegaPint]AkiruDiCapriu (Rank 40)2026/09/0631233.3%
quakehollow (Rank 28)2026/09/0631233.3%
MarlyJay (Rank 27)2026/06/2431233.3%
TokioMorishima (Rank 23)2026/06/22220100.0%
brogasaurusrex (Rank 32)2026/06/22101910.0%
Drawn_ (Rank 21)2026/06/22220100.0%
Rayne (Rank 42)2026/06/222020.0%
EverlastingFGC[SCO] (Rank 30)2026/06/1924141058.3%

Round openings

Every character

backdash into evade up8716.6%
guardG183.4%
Middle Smash6P152.9%
backdash into Spin Heel Sword4K+G132.5%
punchP into Jab StraightPP132.5%
backdash into High Angle Upper Kick6K112.1%
backdash into guardG112.1%
backdash into Dash Hammer Kick66K101.9%
punchP101.9%
punchP into Ensei Soushouheki4P101.9%
punchP into RenshouPP101.9%
punchP into kickK101.9%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward91.7%
backdash into Middle Spin Kick46K+G81.5%
backdash into punchP71.3%

174 further openings account for the other 282 rounds.

Jacky

Career
66–79 · 45.5%
This season
91 matches · 48.4%
Peak rank
24

First hit in 45.2% of 354 rounds. Won 52.5% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up5716.1%
guardG174.8%
Middle Smash6P154.2%
backdash into Spin Heel Sword4K+G133.7%
punchP into Jab StraightPP133.7%
backdash into High Angle Upper Kick6K113.1%
backdash into guardG113.1%
backdash into Dash Hammer Kick66K102.8%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward92.5%
backdash into Middle Spin Kick46K+G82.3%
punchP72.0%
backdash into Squat Straight2P61.7%
crouch into Squat Straight2P61.7%
backdash into Beat & Back KnuckleP+KP51.4%
backdash into Low Spin Kick1K+G51.4%

116 further openings account for the other 161 rounds.

Pai

Career
442–361 · 55.0%
This season
43 matches · 46.5%
Peak rank
29

First hit in 45.3% of 170 rounds. Won 52.0% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up3017.6%
punchP into Ensei Soushouheki4P105.9%
punchP into RenshouPP105.9%
punchP into kickK105.9%
crouch into Souka Rensui3PP74.1%
backdash into punchP63.5%
crouch dash forward into evade down63.5%
backdash into Renkan Tanheki66KP52.9%
backdash into Ensei Toukyaku46K42.4%
Sensaitai2K into Renka Sentai2KK31.8%
Soukasui3P into Souka Rensui3PP31.8%
Soukasui3P into backdash31.8%
backdash into RenshouPP31.8%
crouch dash forward into throwP+G31.8%
punchP31.8%

54 further openings account for the other 64 rounds.

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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 0 of 13 tests hold up
  • Pai: not tested (too few rounds)