VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jacky

H4T

  • Lion
  • Kage
  • Aoi
Career matches3,016
Career win rate55.7%
Round win rate51.1%
Peak rank40
Distinct opponents190
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1727 #664 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

Jacky361,53479973552.1%
Lion4099860039860.1%
Brad—24614510158.9%
Kage302271299856.8%
Aoi26117463.6%

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

2,350 of 2,434 rounds counted

9.2 inputs a second (554 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.25491,675
Lion9.5572637
Kage8.651328
Aoi8.349910

By opponent's character

Akira9.4566395
Jacky9.6575298
Brad9.3560251
Lau9.5570169
Lei Fei8.9533163
Lion9.2551127
Jean9.1548103
Wolf8.8528112
Jeffry9.355799
Pai9.5570101
Kage9.255577
Shun8.651793
Aoi9.556876
Sarah8.953255
Goh9.154756
Taka9.456458
El Blaze8.350040
Vanessa8.953435
Eileen8.550929
Dural8.551113

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

Akira99415841.4%-12.1
Jacky74423256.8%+0.2
Brad63293446.0%-9.4
Lau46301665.2%+18.8
Lei Fei42192345.2%+3.4
Lion34221264.7%+17.1
Jean2718966.7%+10.9
Wolf27151255.6%-6.3
Jeffry25131252.0%+0.6
Pai25141156.0%+8.4
Kage23121152.2%-1.2
Shun23101343.5%-14.3
Aoi1991047.4%-1.8
Sarah1510566.7%+15.9
Goh147750.0%-6.1
Taka145935.7%-7.2
El Blaze106460.0%-2.3
Vanessa95455.6%+6.4
Eileen75271.4%+9.4
Dural31233.3%-25.2

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Full Fence77383949.4%-3.5
Single Wall74413355.4%+5.9
Octagon66323448.5%-5.7
Breakable Full Fence58253343.1%-8.8
Rectangle56263046.4%-8.0
Half Fence55282750.9%-1.6
Open53312258.5%+5.0
Breakable Half Fence50282256.0%+4.7
Low Fence47301763.8%+15.1
Full Fence and Open2314960.9%+6.5

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
Walls36248.9%52.5%-3.6
No walls17458.6%51.3%+7.4

Walls against open: -11.0 points (95% range -20.5 to -1.4), p 0.024 — a difference this size is unlikely to be chance.

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

new_cult33 (Rank 40)2026/10/141221016.7%
おろち ぽっぽ (Rank 43)2026/10/1471614.3%
hikabun (Rank 36)2026/10/14127558.3%
ヘニオ (Rank 35)2026/10/141421214.3%
ごちももも (Rank 35)2026/10/14126650.0%
かえる (Rank 37)2026/09/2683537.5%
tu-kun0223 (Rank 39)2026/09/26159660.0%
bh_iflg (Rank 33)2026/09/16147750.0%
nidaimebannai (Rank 38)2026/09/1674357.1%
伍の人 (Rank 32)2026/09/1575271.4%
ぶーん (Rank 33)2026/09/1285362.5%
NORESPECT (Rank 35)2026/09/1295455.6%
jikacho-Gigas (Rank 42)2026/09/128080.0%
elf4sale (Rank 33)2026/09/0861516.7%
maruneru-_-khs (Rank 33)2026/09/0874357.1%
ctraum (Rank 39)2026/09/0885362.5%
★闘将拉麵男★ (Rank 37)2026/09/0874357.1%
atototto1000 (Rank 38)2026/08/2983537.5%
mudanadoryokuzki (Rank 36)2026/08/2984450.0%
みんなのたらみ (Rank 41)2026/08/291991047.4%
lesser-pram7 (Rank 41)2026/08/2962433.3%
ncub5030 (Rank 36)2026/08/29103730.0%
leinpolse (Rank 35)2026/08/2985362.5%
五寸釘くん (Rank 35)2026/07/221210283.3%
pesonkun0519 (Rank 36)2026/06/06124833.3%

Round openings

Every character

backdash into evade down1637.9%
forward movement into punchP874.2%
crouch into Squat Straight2P854.1%
backdash into evade up783.8%
Slant Back Knuckle1P532.6%
backdash into Middle Kick3K532.6%
Dash Hammer Kick66K412.0%
Dash Hammer Kick66K into High Angle Upper Kick6K412.0%
punchP381.9%
Bil Jee6P+K321.6%
Juchou Senshou8P+K321.6%
backdash into Dantai3K311.5%
backdash into Dash Hammer Kick66K311.5%
backdash into Middle Smash6P311.5%
crouch into Katousui2P301.5%

346 further openings account for the other 1,230 rounds.

Counted from 507 of the 599 matches played. The rest were not pulled for openings.

Jacky

Career
799–735 · 52.1%
This season
415 matches · 49.4%
Peak rank
36

First hit in 48.5% of 1,428 rounds. Won 54.9% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 50.1% of rounds, against 36.6% in their other rounds.
  • Against Brad: evades first in 19.1% of rounds, against 6.0% against everyone else.
  • When behind: waits first in 15.5% of rounds, against 8.4% when ahead or level.
  • Against Jacky: opens with “crouch into 2P Squat Straight” in 13.8% of rounds, against 4.9% against everyone else.
  • On Single Wall stages: opens with “1P Slant Back Knuckle” in 10.2% of rounds, against 3.0% on the other stages.
  • After losing a round: opens with “crouch into 2P Squat Straight” in 8.5% of rounds, against 2.0% after winning one.

How is this tested?

backdash into evade down1218.4%
crouch into Squat Straight2P855.9%
backdash into evade up604.2%
Slant Back Knuckle1P533.7%
backdash into Middle Kick3K533.7%
forward movement into punchP463.2%
Dash Hammer Kick66K412.9%
Dash Hammer Kick66K into High Angle Upper Kick6K412.9%
Bil Jee6P+K322.2%
backdash into Dash Hammer Kick66K312.2%
backdash into Middle Smash6P312.2%
forward movement into Jab StraightPP302.1%
Slant Back Knuckle1P into kickK292.0%
punchP into Punch High KickPK271.9%
backdash into Bil Jee6P+K261.8%

208 further openings account for the other 726 rounds.

Counted from 349 of the 415 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
Akira15–23 · 39%6–7 · 46%too few to test
Brad10–13 · 43%4–4 · 50%too few to test
Jacky13–12 · 52%3–5 · 38%too few to test
Lau12–10 · 55%4–0 · 100%too few to test
Wolf7–6 · 54%7–4 · 64%too few to test
Jeffry6–7 · 46%4–3 · 57%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.

66 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
600–398 · 60.1%
This season
174 matches · 58.0%
Peak rank
40

First hit in 46.5% of 596 rounds. Won 61.0% of the rounds they struck first, 51.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down416.8%
forward movement into punchP406.7%
Juchou Senshou8P+K325.3%
backdash into Dantai3K315.2%
crouch into Katousui2P305.0%
punchP264.3%
backdash into Senputai8K233.8%
backdash into evade up172.8%
Souji SenpuP+K162.7%
In'you4P142.3%
backdash into Tanhikyaku46K132.2%
punchP into kickK111.8%
backdash into Senshippo66P101.7%
backdash into Sentai4K91.5%
crouch dash forward into Sen'inshou3P91.5%

132 further openings account for the other 279 rounds.

Counted from 152 of the 174 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
Lei Fei11–12 · 48%0–2 · 0%too few to test
Akira7–5 · 58%3–2 · 60%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.

22 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
129–98 · 56.8%
This season
7 matches · 57.1%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G323.1%
Hiji'uchi6P17.7%
Rasen4P17.7%
Rasen4P into kickK17.7%
backdash into Nakageri3K17.7%
backdash into evade up17.7%
crouch into Jizuridan2P17.7%
evade down into Hiji'uchi6P17.7%
evade up into Nakageri3K17.7%
forward movement into punchP17.7%
punchP into Rasen4P17.7%

Counted from 3 of the 7 matches played. The rest were not pulled for openings.

Aoi

Career
7–4 · 63.6%
This season
3 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ouda6P+K220.0%
Chudan Hiji'ate6P110.0%
Koromoguruma66P110.0%
Sou'unha66K110.0%
Tsukiashibarai1P110.0%
backdash into Koromoguruma66P110.0%
backdash into evade down110.0%
crouch dash back into guardG110.0%
evade down into Ouda6P+K110.0%

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 (29 here; about 1.5 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: 6 of 15 tests hold up
  • Lion: 0 of 14 tests hold up
  • Kage: not tested (too few rounds)
  • Aoi: not tested (too few rounds)