VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Manjyu_J

  • Kage
  • Jean
Career matches4,617
Career win rate50.1%
Round win rate48.6%
Peak rank34
Distinct opponents166
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,640 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

Jacky344,3142,1872,12750.7%
Kage2622610012644.2%
Jean2577284936.4%

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

1,366 of 1,583 rounds counted

8.1 inputs a second (488 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.24911,312
Kage7.243235
Jean7.344019

By opponent's character

Akira8.0478178
Wolf8.3500124
Jeffry8.148687
Jacky8.450497
Shun8.450494
Brad8.148988
El Blaze8.048281
Pai7.947382
Kage8.047870
Lau8.148479
Sarah8.249364
Aoi8.249156
Vanessa8.148656
Lion8.148449
Goh8.249446
Jean7.746433
Dural8.350045
Eileen9.053913
Lei Fei8.450713
Taka7.243511

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

Akira44172738.6%-13.9
Wolf38221657.9%+7.7
Jeffry3182325.8%-19.1
Jacky26121446.1%+0.8
Shun25151060.0%+13.0
Brad24121250.0%+7.0
El Blaze23121152.2%+1.0
Pai23121152.2%+7.5
Kage2191242.9%+1.9
Lau2041620.0%-26.2
Sarah2011955.0%+2.2
Aoi1914573.7%+23.0
Vanessa1871138.9%-10.5
Lion1641225.0%-21.3
Goh129375.0%+26.4
Jean115645.5%-3.1
Dural107370.0%+31.2
Eileen43175.0%+25.3
Lei Fei42250.0%+13.2
Taka41325.0%-16.0

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Low Fence52232944.2%-2.2
Open50203040.0%-10.1
Full Fence49222744.9%-1.8
Octagon41212051.2%+1.6
Half Fence37191851.4%+6.7
Rectangle37191851.4%+6.0
Breakable Half Fence35201557.1%+9.0
Single Wall33141942.4%-8.4
Breakable Full Fence32151746.9%+0.6
Full Fence and Open96366.7%+21.1

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
Walls23150.2%47.1%+3.1
No walls13542.2%48.1%-5.9

Walls against open: +9.0 points (95% range -2.3 to +20.2), p 0.120 — 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

おこげ (Rank 37)2026/10/1372528.6%
へにほに (Rank 36)2026/10/1342250.0%
∈挙動不審∋ (Rank 32)2026/10/1142250.0%
ぽんぽんぺいん (Rank 35)2026/10/1051420.0%
肉彦さん☆彡 (Rank 31)2026/10/1065183.3%
BANANA (Rank 30)2026/10/1053260.0%
Bird-Tat (Rank 33)2026/10/1052340.0%
マグロ親方 (Rank 31)2026/09/27102820.0%
SHUSHUSHU (Rank 31)2026/09/2764266.7%
abcdkazu1986 (Rank 34)2026/09/2674357.1%
獣王(設定2) (Rank 31)2026/09/2654180.0%
정신건강의학과 (Rank 30)2026/09/1454180.0%
ルビーロマン葵 (Rank 33)2026/09/144040.0%
ガンオンやりたひ (Rank 30)2026/09/1471614.3%
무파ZeroBlue (Rank 35)2026/09/1465183.3%
冷やし蟹ラーメンマン (Rank 30)2026/09/1453260.0%
ぷこ (Rank 34)2026/09/06104640.0%
れもん@のびしろF (Rank 31)2026/08/2443175.0%
진짜개초보完全初心者 (Rank 33)2026/08/244040.0%
orz (Rank 30)2026/08/1753260.0%
37 (Rank 28)2026/08/0342250.0%
majide (Rank 35)2026/07/1952340.0%
いつもの奴 (Rank 28)2026/06/0754180.0%
JeanKujo (Rank 33)2026/06/0642250.0%
母乳MagicJohnson (Rank 31)2026/06/0454180.0%

Round openings

Every character

backdash into Slide Shuffle (Deflect)4P+K+G18713.7%
backdash into Middle Spin Kick46K+G18213.3%
High Angle Upper Kick6K1249.1%
Dash Hammer Kick66K into High Angle Upper Kick6K795.8%
Low Spin Kick1K+G745.4%
backdash into Spin Heel Sword4K+G695.0%
crouch into Low Spin Kick1K+G574.2%
kickK into Double Spinning KickKK392.9%
backdash into Rage Kick1PK372.7%
forward movement into Double Spinning KickKK352.6%
backdash into Slant Back Knuckle1P272.0%
backdash into backward movement261.9%
Groin Kick6K+G231.7%
backdash into guardG181.3%
kickK into High Angle Upper Kick6K171.2%

141 further openings account for the other 374 rounds.

Counted from 341 of the 388 matches played. The rest were not pulled for openings.

Jacky

Career
2,187–2,127 · 50.7%
This season
375 matches · 47.7%
Peak rank
34

First hit in 53.4% of 1,313 rounds. Won 52.5% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 61.3% of rounds, against 22.2% in their other rounds.
  • In round 1: opens with “6K High Angle Upper Kick” in 24.4% of rounds, against 4.4% in their other rounds.
  • Against Jacky: opens with “backdash into 46K+G Middle Spin Kick” in 29.5% of rounds, against 12.7% against everyone else.

How is this tested?

backdash into Slide Shuffle (Deflect)4P+K+G18714.2%
backdash into Middle Spin Kick46K+G18213.8%
High Angle Upper Kick6K1249.4%
Dash Hammer Kick66K into High Angle Upper Kick6K796.0%
Low Spin Kick1K+G745.6%
backdash into Spin Heel Sword4K+G695.2%
crouch into Low Spin Kick1K+G574.3%
kickK into Double Spinning KickKK393.0%
backdash into Rage Kick1PK372.8%
forward movement into Double Spinning KickKK352.6%
backdash into Slant Back Knuckle1P272.0%
backdash into backward movement262.0%
Groin Kick6K+G231.7%
backdash into guardG181.4%
kickK into High Angle Upper Kick6K171.3%

116 further openings account for the other 325 rounds.

Counted from 328 of the 375 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
Wolf16–12 · 57%4–2 · 67%too few to test
Akira7–7 · 50%5–10 · 33%too few to test
Jeffry3–11 · 21%3–6 · 33%too few to test
Brad1–7 · 12%9–5 · 64%too few to test
Jacky9–2 · 82%1–8 · 11%too few to test
El Blaze3–8 · 27%6–1 · 86%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.

47 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
100–126 · 44.2%
This season
13 matches · 38.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Tsumujigeri2K+G1122.4%
Rasen4P into Rasen Urageri4PK48.2%
Ryu'eikyaku66K into forward kick6K36.1%
Fusenjin3P into Shippuzan3PP24.1%
Kasumi Yaiba66P+K into Nagiharai6P+K24.1%
backdash into crouch dash back24.1%
crouch dash back into Rasen Urageri4PK24.1%
Doukudaki46K12.0%
Engetsugeri9K+G12.0%
Fujinkyaku46K+G12.0%
Furikakato OtoshiK+G12.0%
Nakageri3K into Nirenkyaku3KK12.0%
Ura Tsumujigeri44K into Kodachinuki4K12.0%
Ura Tsumujigeri44K into Ryubigeri4KK12.0%
backdash into Nirenkyaku3KK12.0%

15 further openings account for the other 15 rounds.

Not counted here: Jean. 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: 3 of 15 tests hold up
  • Kage: not tested (too few rounds)