VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

kiyo8426

  • Jeffry
Career matches459
Career win rate43.1%
Round win rate45.0%
Peak rank22
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1228 #3,363 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

Jacky2243318325042.3%
Jeffry1826151157.7%

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

228 of 422 rounds counted

4.6 inputs a second (275 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky4.7279183
Jeffry4.325945

By opponent's character

Sarah4.225216
Jacky4.325919
Aoi4.728231
Jeffry4.527020
Akira4.728220
Kage4.225416
Pai4.225424
El Blaze4.426617
Lei Fei4.52723
Shun4.42636
Brad5.13064
Lau5.13084
Taka5.231413
Vanessa5.432210
Goh4.728415
Wolf4.627610

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

Sarah124833.3%-9.1
Jacky115645.5%+1.5
Aoi101910.0%-26.6
Jeffry102820.0%-11.2
Akira74357.1%+14.3
Kage62433.3%-20.0
Pai63350.0%-13.2
El Blaze51420.0%-21.6
Lei Fei5050.0%-42.0
Lion52340.0%+11.9
Shun54180.0%+41.8
Brad440100.0%+65.3
Lau43175.0%+40.2
Taka43175.0%+30.2
Vanessa42250.0%+2.6
Goh32166.7%+19.4
Wolf21150.0%+12.0
Jean1010.0%-47.9

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

Open2471729.2%-10.4
Octagon127558.3%+24.9
Low Fence114736.4%-7.6
Breakable Half Fence108280.0%+38.8
Half Fence92722.2%-43.5
Single Wall94544.4%+13.3
Full Fence62433.3%-9.8
Rectangle52340.0%-4.2
Breakable Full Fence41325.0%-15.4
Full Fence and Open31233.3%-4.5

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
Walls4647.8%45.1%+2.7
No walls4434.1%37.7%-3.6

Walls against open: +6.3 points (95% range -16.7 to +29.2), p 0.593 — 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

茗荷【みょうが】 (Rank 21)2026/10/182020.0%
パパ (Rank 26)2026/08/0221150.0%
Fever-tree_35p (Rank 22)2026/08/022020.0%
たかティン (Rank 21)2026/07/2521150.0%
lesser-moor54 (Rank 16)2026/07/25330100.0%
mist-333777 (Rank 1)2026/07/2232166.7%
流形 (Rank 13)2026/07/22220100.0%
BuriBurizaemon-3 (Rank 21)2026/07/202020.0%
SnapSheep3014 (Rank 24)2026/07/202020.0%
nasca-32 (Rank 23)2026/07/2021150.0%
yonchi41 (Rank 22)2026/07/183030.0%
へい!おひさいたま (Rank 19)2026/06/1121150.0%
ASSERT(m_pThink); (Rank 22)2026/06/032020.0%
GK_RAIDEN_ (Rank 21)2026/05/20220100.0%
nakamine0824 (Rank 20)2026/05/17220100.0%
ORENGE_12$ (Rank 21)2026/04/22220100.0%
jytgfr46nkdeqadc (Rank 21)2026/04/221010.0%
ガンジャッキー (Rank 24)2026/03/3021150.0%
アウフタクト (Rank 20)2026/03/302020.0%
PayGoriBooLee (Rank 21)2026/03/302020.0%
JackRussellチビ助 (Rank 23)2026/03/3021150.0%
大蒜 (Rank 24)2026/03/3021150.0%
manekinecogames (Rank 21)2026/03/2821150.0%
Gala85818 (Rank 24)2026/03/28220100.0%
yasai (Rank 23)2026/03/28220100.0%

Round openings

Every character

guardG9523.0%
Spinning Back Knuckle4P into Spinning Arm Kick4PK174.1%
Beat KnuckleP+K into Beat Spin KickP+KK163.9%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK153.6%
no input143.4%
Groin Kick6K+G92.2%
Bil Jee6P+K81.9%
Low Spin Kick1K+G81.9%
Standing Knee Kick4K71.7%
guardG into Beat Spin KickP+KK71.7%
guardG into evade down71.7%
Body Blow3P+K into crouch61.4%
Double Dragon9K into Double Spinning KickKK61.4%
Jab StraightPP into Jab Double StraightPPP61.4%
Slant Back Knuckle1P into Rage Kick1PK61.4%

105 further openings account for the other 186 rounds.

Counted from 102 of the 104 matches played. The rest were not pulled for openings.

Jacky

Career
183–250 · 42.3%
This season
93 matches · 37.6%
Peak rank
22

First hit in 40.4% of 366 rounds. Won 49.3% of the rounds they struck first, 39.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 64.8% of rounds, against 37.9% in their other rounds.

How is this tested?

guardG9124.7%
Spinning Back Knuckle4P into Spinning Arm Kick4PK174.6%
Beat KnuckleP+K into Beat Spin KickP+KK164.3%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK154.1%
no input123.3%
Groin Kick6K+G92.5%
Bil Jee6P+K82.2%
Low Spin Kick1K+G82.2%
Standing Knee Kick4K71.9%
guardG into Beat Spin KickP+KK71.9%
Body Blow3P+K into crouch61.6%
Double Dragon9K into Double Spinning KickKK61.6%
Jab StraightPP into Jab Double StraightPPP61.6%
Slant Back Knuckle1P into Rage Kick1PK61.6%
guardG into evade down61.6%

82 further openings account for the other 148 rounds.

Counted from 91 of the 93 matches played. The rest were not pulled for openings.

Jeffry

Career
15–11 · 57.7%
This season
11 matches · 72.7%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Body CrushP+K into Double CrushP+KP48.9%
guardG48.9%
punchP48.9%
Double Hammer Down43P into Rising Hammer43PP36.7%
Knee Push4K into Knee Push Wild Hook4KP36.7%
Side Kick3K36.7%
Smash Upper3P into Double Upper3PP24.4%
down-back kick1K24.4%
no input24.4%
Drop Anchor1K+G12.2%
Hammer Slide1P12.2%
Hell Dunk Elbow2P+K12.2%
Knee Push4K12.2%
Low Knuckle2P12.2%
Scoop Kick4K+G12.2%

12 further openings account for the other 12 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 1 of 15 tests hold up
  • Jeffry: not tested (too few rounds)