VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

waruho

  • Kage
  • Lau
  • Jeffry
Career matches4,763
Career win rate48.6%
Round win rate50.5%
Peak rank35
Distinct opponents191
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1447 #2,371 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

Jacky352,8511,3771,47448.3%
Kage281,58478779749.7%
Lau2622910412545.4%
Jeffry2699495049.5%

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

1,247 of 1,442 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage5.9355712
Jacky6.5389234
Lau5.7340192
Jeffry5.8347109

By opponent's character

Akira5.9354198
Wolf6.2373123
Jacky5.8351122
Shun6.136596
Jean6.035880
Sarah6.035768
Goh6.136485
Pai5.935479
El Blaze6.136456
Jeffry5.935661
Aoi6.036148
Lei Fei5.834841
Lion6.337730
Lau5.835137
Brad5.432529
Eileen6.539115
Taka5.834530
Vanessa5.935622
Kage6.136813
Dural5.834714

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

Akira57282949.1%-2.2
Wolf46202643.5%-6.2
Jacky35181751.4%+0.6
Shun26111542.3%-8.3
Jean23131056.5%+4.2
Sarah2112957.1%+7.0
Goh2012860.0%+8.3
Pai1991047.4%-5.4
El Blaze1712570.6%+18.3
Jeffry1761135.3%-15.2
Aoi1611568.8%+17.2
Lei Fei116554.5%+9.6
Lion117463.6%+10.6
Lau102820.0%-29.6
Brad73442.9%-7.6
Eileen73442.9%-11.5
Taka75271.4%+20.3
Vanessa62433.3%-17.1
Kage52340.0%-6.3
Dural43175.0%+32.6

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

Open45242153.3%-1.6
Half Fence42231954.8%+2.4
Single Wall42202247.6%-2.7
Full Fence38182047.4%-0.5
Rectangle38191950.0%-2.6
Breakable Full Fence33191457.6%+9.1
Octagon33181554.5%+7.9
Breakable Half Fence32141843.8%-7.0
Low Fence29131644.8%-5.2
Full Fence and Open136746.1%-5.5

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21651.4%50.0%+1.4
No walls11649.1%51.7%-2.6

Walls against open: +4.0 points (95% range -7.1 to +15.0), p 0.482 — 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

manekinecogames (Rank 22)2026/10/1843175.0%
hellohair (Rank 24)2026/10/1753260.0%
kimxxxtt (Rank 22)2026/10/16330100.0%
しろ☆おび。@のびしろF (Rank 26)2026/10/1353260.0%
HIROCHILL (Rank 29)2026/10/0543175.0%
[VirtuAnalytics]SuperGolden (Rank 25)2026/10/0342250.0%
xXsoul-childXx (Rank 29)2026/10/0331233.3%
え~る (Rank 29)2026/09/29105550.0%
camelvf (Rank 26)2026/09/2254180.0%
三輪ですが@SRGM (Rank 24)2026/09/14440100.0%
juste (Rank 31)2026/09/1462433.3%
どろパイ (Rank 26)2026/09/0731233.3%
BANANA (Rank 30)2026/09/0651420.0%
CELIS (Rank 29)2026/09/06106460.0%
獣王(設定2) (Rank 30)2026/09/06114736.4%
Jyuryoku_Eileen (Rank 27)2026/08/31104640.0%
Martin1833 (Rank 26)2026/08/3132166.7%
CHASER (Rank 23)2026/08/3076185.7%
aona (Rank 26)2026/08/2252340.0%
okb@j>おーけーびー (Rank 29)2026/08/2231233.3%
syounai (Rank 26)2026/07/1331233.3%
タイヨウ (Rank 29)2026/06/0654180.0%
tanechin (Rank 27)2026/05/243030.0%
kouchant0051 (Rank 23)2026/05/0732166.7%
twinsshine (Rank 26)2026/04/2032166.7%

Round openings

Every character

Rasen4P into Rasen Urageri4PK16412.5%
Fusenjin3P into Shippuzan3PP1078.2%
Nakageri3K into Nirenkyaku3KK695.3%
guardG564.3%
backdash into guardG443.4%
forward dash into forward kick6K443.4%
backdash into Kodachinuki4K342.6%
backdash into Middle Spin Kick46K+G342.6%
backdash into backward movement292.2%
Ryu'eikyaku66K into forward movement221.7%
punchP into HagasanePK221.7%
backdash into Spin Heel Sword4K+G211.6%
Elbow Butt6P into Elbow Hammer6PP201.5%
backdash into Gen'you4K+G181.4%
forward movement into Punch High KickPK181.4%

227 further openings account for the other 611 rounds.

Counted from 331 of the 365 matches played. The rest were not pulled for openings.

Kage

Career
787–797 · 49.7%
This season
211 matches · 50.2%
Peak rank
28

First hit in 49.4% of 818 rounds. Won 51.0% of the rounds they struck first, 49.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 16.1% of rounds, against 9.0% in their other rounds.
  • After winning a round: backs off first in 20.9% of rounds, against 12.9% after losing one.
  • In round 1: opens with “3K Nakageri into 3KK Nirenkyaku” in 17.1% of rounds, against 5.3% in their other rounds.
  • Against Akira: opens with “4P Rasen into 4PK Rasen Urageri” in 28.7% of rounds, against 17.9% against everyone else.
  • On Rectangle stages: opens with “3K Nakageri into 3KK Nirenkyaku” in 22.4% of rounds, against 6.8% on the other stages.
  • After opening the round before with “4P Rasen into 4PK Rasen Urageri”: opens with “forward dash into 6K forward kick” in 9.2% of rounds, against 3.2% after anything else.

How is this tested?

Rasen4P into Rasen Urageri4PK16419.7%
Fusenjin3P into Shippuzan3PP10712.8%
Nakageri3K into Nirenkyaku3KK698.3%
forward dash into forward kick6K445.3%
backdash into Kodachinuki4K344.1%
guardG283.4%
Ryu'eikyaku66K into forward movement222.6%
punchP into HagasanePK222.6%
backdash into backward movement192.3%
backdash into Gen'you4K+G182.2%
backdash into guardG182.2%
Ryu'eikyaku66K172.0%
Ura Tsumujigeri44K172.0%
forward kick6K161.9%
crouch into Nirenkyaku3KK151.8%

96 further openings account for the other 224 rounds.

By stage type

Record against each character on walled and open stages, as Kage

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira7–14 · 33%5–7 · 42%too few to test
Wolf11–6 · 65%5–8 · 38%too few to test
Jacky7–5 · 58%2–2 · 50%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.

How is this tested?

Jacky

Career
1,377–1,474 · 48.3%
This season
80 matches · 50.0%
Peak rank
35

First hit in 45.2% of 294 rounds. Won 57.1% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Middle Spin Kick46K+G3411.4%
backdash into Spin Heel Sword4K+G217.1%
forward movement into Punch High KickPK186.1%
guardG175.7%
Dash Hammer Kick66K165.4%
Dash Hammer Kick66K into forward movement165.4%
forward dash into High Angle Upper Kick6K155.0%
Dash Hammer Kick66K into forward dash144.7%
Slide Shuffle (Deflect)4P+K+G113.7%
crouch into Low Spin Kick1K+G103.4%
backdash into backward movement82.7%
backdash into guardG82.7%
Slant Back Knuckle1P into Rage Kick1PK72.4%
backdash into Groin Kick6K+G72.4%
High Angle Upper Kick6K62.0%

54 further openings account for the other 89 rounds.

Counted from 75 of the 80 matches played. The rest were not pulled for openings.

Jeffry

Career
49–50 · 49.5%
This season
27 matches · 59.3%
Peak rank
26

First hit in 61.1% of 108 rounds. Won 57.6% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P into Elbow Hammer6PP2018.4%
Knee Push4K into Knee Push Wild Hook4KP109.2%
backdash into guardG76.4%
crouch into Ducking Low2K+G54.6%
Dash Elbow66P into Dash Elbow Upper66PP43.7%
Elbow Butt6P into punchP32.8%
backdash into Kenka Hook46P32.8%
guardG32.8%
guardG into Elbow Butt6P32.8%
guardG into Knee Push Wild Hook4KP32.8%
Dash Elbow66P21.8%
Ducking Low2K+G into crouch21.8%
Hammer Slide1P into Grizzly Hammer1PP21.8%
Heavy Back Knuckle4P into Double Knuckle~UpperPPP21.8%
Side Kick3K21.8%

34 further openings account for the other 38 rounds.

Lau

Career
104–125 · 45.4%
This season
47 matches · 48.9%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG1115.1%
Chugeki6P into Hou'ou Soushou6PP811.0%
guardG811.0%
crouch into Chisoutai2K+G79.6%
Kosoushou46P56.8%
RenshouPP into Renkanshou3PPP56.8%
crouch into Souchuken2P45.5%
Rouko Tankai6P+K into Rouko Tekiga6P+KP+K22.7%
backdash into Kosoushou46P22.7%
guardG into Chisoutai2K+G22.7%
Chisoutai2K+G into crouch11.4%
Chugeki6P11.4%
Gako Choushitsu6K into Souchuken2P11.4%
Koryu Tenshinkyaku6K+G11.4%
Souchuken2P into forward dash11.4%

14 further openings account for the other 14 rounds.

Counted from 18 of the 47 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 (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

  • Kage: 6 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)