VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

きゅうたい

  • Kage
  • Lau
Career matches500
Career win rate55.0%
Round win rate50.4%
Peak rank25
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1278 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

Jacky2543323719654.7%
Lau2156282850.0%
Kage171110190.9%

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

84 of 131 rounds counted

7.0 inputs a second (422 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky7.243169
Kage6.438415

By opponent's character

Akira8.249114
Kage7.544814
Lau7.74624
Aoi6.53905
Vanessa6.740216
Jeffry7.04187
Lion6.438311
Jacky6.43864
Shun6.23696
Brad7.24303

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

Akira53260.0%+20.8
Kage52340.0%-7.9
Lau51420.0%-26.3
Aoi41325.0%-14.8
Vanessa41325.0%-1.3
Jeffry330100.0%+61.1
Lion32166.7%+8.2
Jacky2020.0%-43.3
Shun220100.0%+40.2
Brad1010.0%-71.7

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

Open114736.4%-7.1
Full Fence41325.0%-21.4
Octagon42250.0%+3.2
Single Wall43175.0%+27.1
Breakable Half Fence330100.0%+57.0
Breakable Full Fence2020.0%-17.4
Full Fence and Open2020.0%-39.2
Half Fence1010.0%-38.4
Rectangle1010.0%-38.4

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
Walls1540.0%41.0%-1.0
No walls1546.7%43.8%+2.9

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

unknown (Rank 25)42250.0%
ブルマ天国 (Rank 26)41325.0%
我的名字叫顺溜 (Rank 21)41325.0%
Martin1833 (Rank 25)2020.0%
Mevius1 (Rank 15)220100.0%
みらめたる (Rank 21)220100.0%
レッピ―🐧 (Rank 14)220100.0%
忘本朱の父 (Rank 26)2020.0%
米吉 (Rank 15)21150.0%
ConstantClock99 (Rank 24)110100.0%
Konjikinoame (Rank 26)1010.0%
Whoru?I'mSorry. (Rank 21)110100.0%
a39611619 (Rank 21)1010.0%
dojoGR (Rank 21)110100.0%
hapiken (Rank 24)1010.0%
nekota (Rank 23)110100.0%
stepan_BVFA (Rank 36)1010.0%
ueoai8277 (Rank 23)1010.0%
☆瞳氷☆ (Rank 24)1010.0%

Most played opponents, most recent first

a39611619 (Rank 21)2026/09/281010.0%
dojoGR (Rank 21)2026/09/23110100.0%
みらめたる (Rank 21)2026/09/05220100.0%
☆瞳氷☆ (Rank 24)2026/09/051010.0%
ueoai8277 (Rank 23)2026/08/171010.0%
米吉 (Rank 15)2026/08/0321150.0%
ブルマ天国 (Rank 26)2026/08/0241325.0%
レッピ―🐧 (Rank 14)2026/07/31220100.0%
unknown (Rank 25)2026/07/2742250.0%
忘本朱の父 (Rank 26)2026/07/272020.0%
Mevius1 (Rank 15)2026/07/10220100.0%
Konjikinoame (Rank 26)2026/07/071010.0%
Martin1833 (Rank 25)2026/04/302020.0%
我的名字叫顺溜 (Rank 21)2026/04/2541325.0%
nekota (Rank 23)2026/04/22110100.0%
ConstantClock99 (Rank 24)2026/04/22110100.0%
Whoru?I'mSorry. (Rank 21)2026/04/22110100.0%
hapiken (Rank 24)2026/04/111010.0%
stepan_BVFA (Rank 36)2026/04/031010.0%

Round openings

Every character

guardG118.4%
Squat Straight2P75.3%
Middle Smash6P64.6%
Slant Back Knuckle1P into Rage Kick1PK43.0%
punchP43.0%
Dragon Combination 11P+K into Dragon Combination 21P+KP32.3%
Slant Back Knuckle1P32.3%
Touku Kosenkyaku9K32.3%
guardG into throwP+G32.3%
punchP into Middle Smash6P32.3%
Chugeki6P21.5%
Dash Hammer Kick66K21.5%
Hiji'uchi6P21.5%
RenshouPP into Renkanshou3PPP21.5%
backdash into Bil Jee6P+K21.5%

65 further openings account for the other 74 rounds.

Jacky

Career
237–196 · 54.7%
This season
26 matches · 42.3%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Squat Straight2P77.2%
Middle Smash6P66.2%
guardG66.2%
Slant Back Knuckle1P into Rage Kick1PK44.1%
punchP44.1%
Dragon Combination 11P+K into Dragon Combination 21P+KP33.1%
Slant Back Knuckle1P33.1%
guardG into throwP+G33.1%
punchP into Middle Smash6P33.1%
Dash Hammer Kick66K22.1%
backdash into Bil Jee6P+K22.1%
backdash into High Angle Upper Kick6K22.1%
backdash into Middle Smash6P22.1%
backdash into Spin Heel Sword4K+G22.1%
evade up into forward dash22.1%

43 further openings account for the other 46 rounds.

Lau

Career
28–28 · 50.0%
This season
4 matches · 25.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG421.1%
Touku Kosenkyaku9K315.8%
Chugeki6P210.5%
RenshouPP into Renkanshou3PPP210.5%
Chugeki6P into Hou'ou Soushou6PP15.3%
Gako Choushitsu6K15.3%
backdash into guardG15.3%
crouch dash back into evade down15.3%
crouch into Chisoutai2K+G15.3%
evade down into guardG15.3%
forward dash into Kasoutai2K15.3%
forward dash into Senchutai3K15.3%

Kage

Career
10–1 · 90.9%
This season
4 matches · 75.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P213.3%
Jizuridan2P16.7%
Nagiharai6P+K into punchP16.7%
Rakujin Gaeri44P16.7%
Rasen4P16.7%
Rasen4P into forward movement16.7%
Ryu'eikyaku66K16.7%
SouhajinP+K16.7%
backward movement into Nagiharai6P+K16.7%
crouch into Sokudan1P16.7%
crouch into Tsumujigeri2K+G16.7%
evade down into Senpujin2P+K16.7%
guardG16.7%
punchP into crouch16.7%

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)
  • Lau: not tested (too few rounds)
  • Kage: not tested (too few rounds)