VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Hyakkiyakou__

  • Taka
  • Lau
  • Sarah
  • Jeffry
Career matches1,617
Career win rate57.9%
Round win rate52.3%
Peak rank30
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1558 #1,621 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

Jacky3057133523658.7%
Taka3049428620857.9%
Sarah2721910811149.3%
Jeffry281971187959.9%
Lau27136894765.4%

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

458 of 543 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.9357146
Taka6.1364114
Lau5.834979
Sarah5.432485
Jeffry5.533034

By opponent's character

Jacky5.834878
Jeffry5.835073
Akira5.835151
Jean5.834654
Lion5.935532
Wolf5.633427
Aoi5.633621
Goh6.237235
Lau5.633519
Shun5.835027
Sarah5.53285
Pai6.136410
Vanessa6.035812
Dural7.04234
Kage5.23115
Taka5.43265

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

Jacky22121054.5%-2.2
Jeffry1861233.3%-26.3
Akira1712570.6%+15.4
Jean134930.8%-23.5
Lion106460.0%+15.2
Wolf104640.0%-15.4
Aoi94544.4%-13.7
Goh86275.0%+16.0
Lau74357.1%+21.6
Shun74357.1%+6.9
Sarah43175.0%+25.3
Pai330100.0%+43.7
Vanessa330100.0%+35.7
Brad21150.0%-7.2
Dural220100.0%+41.1
Kage1010.0%-47.5
Taka1010.0%-44.0

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

Breakable Full Fence2213959.1%+4.4
Full Fence2191242.9%-14.1
Half Fence21111052.4%-0.2
Rectangle158753.3%+1.0
Octagon124833.3%-23.3
Low Fence119281.8%+25.8
Open96366.7%+6.9
Single Wall96366.7%+21.3
Breakable Half Fence41325.0%-29.3
Full Fence and Open42250.0%+5.1

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
Walls9548.4%54.0%-5.6
No walls2972.4%55.2%+17.2

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

Most played opponents, most recent first

あつあげ (Rank 29)2026/10/11220100.0%
兀庵☆ (Rank 28)2026/09/2932166.7%
r1s1d8 (Rank 27)2026/09/29330100.0%
りてりん (Rank 28)2026/08/25220100.0%
☆プなれ☆ (Rank 27)2026/08/2532166.7%
hahaha (Rank 28)2026/08/2552340.0%
マクシミリアン15世 (Rank 30)2026/08/0472528.6%
banbal/バンバル (Rank 29)2026/08/0441325.0%
imhanzo (Rank 27)2026/07/2551420.0%
ガリバー (Rank 31)2026/07/252020.0%
れもん@のびしろF (Rank 28)2026/07/2532166.7%
タイヨウ (Rank 28)2026/06/2621150.0%
太鼓の別人/TaikoStrike (Rank 31)2026/06/2541325.0%
なつ (Rank 31)2026/06/212020.0%
カマキリ拳法なぎくん (Rank 31)2026/06/2162433.3%
龍仙人【鬼手仏心】 (Rank 26)2026/06/21220100.0%
Phrazes_For_The_Young (Rank 31)2026/06/21330100.0%
HIROCHILL (Rank 28)2026/06/1442250.0%
Gun-Interceptor (Rank 27)2026/06/142020.0%
방가방가 (Rank 23)2026/06/0721150.0%
やまだ.com (Rank 31)2026/05/282020.0%
ウタコ (Rank 27)2026/05/282020.0%
JACK-ASS (Rank 26)2026/05/28220100.0%
うをん (Rank 31)2026/05/2821150.0%
pinturicchio (Rank 30)2026/05/202020.0%

Round openings

Every character

Morotezuki66P into Morote Tsuppari66PP203.8%
Middle Spin Kick46K+G163.0%
Groin Kick6K+G152.8%
Tsuppari 2PP into Tsuppari 3PPP142.6%
throw escape142.6%
Souko Sensou66P+K132.4%
Sharpsword44K into Sharpsword Combo44KK112.1%
Long Snap Side Chop3P+K101.9%
kickK101.9%
Kosoushou46P91.7%
backdash into Long Stride Back Knuckle4P+K91.7%
backward movement into Groin Kick6K+G91.7%
punchP into throwP+G91.7%
down-back kick1K into Ko'en TenshinkyakuKK81.5%
Dash Hammer Kick66K71.3%

191 further openings account for the other 360 rounds.

Counted from 134 of the 137 matches played. The rest were not pulled for openings.

Jacky

Career
335–236 · 58.7%
This season
43 matches · 51.2%
Peak rank
30

First hit in 47.7% of 174 rounds. Won 60.2% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick46K+G169.2%
Groin Kick6K+G158.6%
backdash into Long Stride Back Knuckle4P+K95.2%
backward movement into Groin Kick6K+G95.2%
Dash Hammer Kick66K74.0%
Low Spin Kick1K+G63.5%
Middle Smash6P52.9%
Squat Straight2P into Smash Straight3P52.9%
backward movement into Middle Spin Kick46K+G52.9%
throw escape52.9%
Spin Heel Sword4K+G42.3%
Spinning Back Knuckle4P into Double Back Knuckle4PP42.3%
backdash into throw escape42.3%
Spinning Back Knuckle4P31.7%
backdash into Middle Spin Kick46K+G31.7%

55 further openings account for the other 74 rounds.

Taka

Career
286–208 · 57.9%
This season
36 matches · 50.0%
Peak rank
30

First hit in 57.0% of 142 rounds. Won 48.1% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P into Morote Tsuppari66PP2014.1%
Tsuppari 2PP into Tsuppari 3PPP149.9%
kickK96.3%
Mawashi Harite44P74.9%
throw escape64.2%
Shita Harite2P into Hiji'ate6P53.5%
Zangeki33P53.5%
Kachi'age33P+K42.8%
Sokubi Otoshi41236P42.8%
Tsuppari 3PPP into Tsuppari 4PPPP32.1%
backdash into Aka'oni MidaremageP+K32.1%
punchP32.1%
punchP into Kirikabu Kudaki1P+K32.1%
Ao'oni Midaremage214P+K21.4%
Dohyouwari43P21.4%

40 further openings account for the other 52 rounds.

Counted from 35 of the 36 matches played. The rest were not pulled for openings.

Lau

Career
89–47 · 65.4%
This season
23 matches · 60.9%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souko Sensou66P+K1314.9%
Kosoushou46P910.3%
down-back kick1K into Ko'en TenshinkyakuKK89.2%
Saishikkyaku4K into Ko'en TenshinkyakuKK66.9%
Honshin Hekiken1P+K55.8%
Koryu Tenshinkyaku6K+G44.6%
backdash into Kosoushou46P44.6%
backdash into Sako Soushou4P+K33.5%
kickK into Ko'en TenshinkyakuKK33.5%
Chugeki6P22.3%
Chugeki6P into Hou'ou Soushou6PP22.3%
Rouko Tankai6P+K into Rouko Shukkai6P+KP22.3%
Saishikkyaku4K into kickK22.3%
down-back kick+guard1K+G22.3%
Chugeki6P into Koryu Tenshinkyaku6K+G11.1%

21 further openings account for the other 21 rounds.

Sarah

Career
108–111 · 49.3%
This season
21 matches · 42.9%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sharpsword44K into Sharpsword Combo44KK1112.9%
Long Snap Side Chop3P+K1011.8%
Hide Side Kick (Deflect)P+K67.1%
Leg Slicer2K+G44.7%
Stiletto66K44.7%
Switch Kick4K44.7%
backdash into Crescent Heel4K+G44.7%
backdash into Full Spin Heel Kick9K44.7%
Back Spin KickK+G22.4%
Breeze Shot6P+K22.4%
Double Rise Kick4P+K22.4%
Full Spin Heel Kick9K22.4%
backward movement into guardG22.4%
guardG into Hide Side Kick (Deflect)P+K22.4%
punchP into throwP+G22.4%

24 further openings account for the other 24 rounds.

Jeffry

Career
118–79 · 59.9%
This season
14 matches · 78.6%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sunlit Body Upper3P+K613.0%
Smash Upper3P into Double Upper3PP510.9%
backdash into Double Hammer Down43P510.9%
Dash Elbow66P into Dash Elbow Upper66PP24.3%
Ducking Low2K+G24.3%
Low Knuckle2P into punchP24.3%
punchP into Sunlit Body Upper3P+K24.3%
throw escape24.3%
Hammer Slide1P into Grizzly Hammer1PP12.2%
Head Attack46P+K12.2%
Low Knuckle2P into Elbow Butt6P12.2%
Low Knuckle2P into Smash Upper3P12.2%
Middle Hell Stab6P+K12.2%
Overblow Shoulder66P+K into throwP+G12.2%
Toe Kick2K12.2%

13 further openings account for the other 13 rounds.

Counted from 12 of the 14 matches played. The rest 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 (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)
  • Taka: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)