VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

dochi-cochi

  • Goh
  • Lau
  • Jean
  • Pai
  • Akira
Career matches5,532
Career win rate49.3%
Round win rate47.6%
Peak rank28
Distinct opponents157
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1363 #2,859 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

Jacky283,2081,5931,61549.7%
Goh251,40869071849.0%
Lau2439519619949.6%
Pai2424412711752.0%
Jean2423610113542.8%
Akira2241192246.3%

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

1,392 of 1,730 rounds counted

7.5 inputs a second (451 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.7460589
Goh7.6454204
Lau7.9477192
Jean6.8408186
Pai7.3436178
Akira7.645843

By opponent's character

Akira7.5449208
Wolf7.8467145
Jacky7.6458177
Aoi7.2431122
Shun7.544776
Sarah7.846989
Jean7.343673
Kage7.645972
Pai7.545089
Jeffry7.344058
El Blaze7.544869
Goh8.349538
Brad7.645722
Eileen7.343724
Lau7.846625
Lion7.243246
Vanessa7.142424
Lei Fei6.840520
Taka7.444615

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

Akira57253243.9%-2.0
Wolf55253045.5%+1.0
Jacky46281860.9%+7.1
Aoi30111936.7%-10.4
Shun26141253.9%+2.9
Sarah24111345.8%+0.0
Jean23111247.8%+1.8
Kage23101343.5%+0.2
Pai2391439.1%-2.5
Jeffry2271531.8%-14.3
El Blaze20101050.0%+8.3
Goh149564.3%+20.1
Brad138561.5%+20.4
Eileen114736.4%+0.8
Lau116554.5%-6.9
Lion112918.2%-23.1
Vanessa114736.4%-6.8
Lei Fei53260.0%+17.5
Taka41325.0%-25.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Rectangle53361767.9%+17.2
Open50203040.0%+1.4
Low Fence48242450.0%+6.0
Half Fence46192741.3%-5.9
Single Wall44162836.4%-11.3
Full Fence40162440.0%-8.4
Octagon40202050.0%+11.9
Breakable Half Fence36142238.9%-8.6
Full Fence and Open32112134.4%-10.7
Breakable Full Fence30161453.3%-1.6

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24549.4%47.9%+1.4
No walls14242.3%43.2%-0.9

Walls against open: +2.4 points (95% range -7.7 to +12.4), p 0.643 — 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)2026/10/181913668.4%
naowai (Rank 21)2026/10/1853260.0%
委員ちょ@レバーレス練 (Rank 21)2026/10/1864266.7%
jackgnhang (Rank 25)2026/10/1852340.0%
HaseMasa (Rank 26)2026/10/1452340.0%
あらら (Rank 27)2026/10/1452340.0%
こて (Rank 29)2026/10/1494544.4%
ポーキーとともに (Rank 25)2026/10/12116554.5%
みらめたる (Rank 22)2026/10/121210283.3%
naska3th (Rank 27)2026/10/1273442.9%
サーちゃん (Rank 21)2026/10/1243175.0%
GWO (Rank 25)2026/10/1261516.7%
ゅろぽ (Rank 24)2026/10/1151420.0%
twinsshine (Rank 27)2026/10/1182625.0%
え~る (Rank 26)2026/10/0941325.0%
yusyusonna (Rank 26)2026/10/0453260.0%
Mon3tr (Rank 24)2026/10/0262433.3%
kim4439 (Rank 21)2026/09/3054180.0%
FLAT (Rank 25)2026/09/2953260.0%
fazz00r (Rank 27)2026/09/244040.0%
Wonda15426 (Rank 29)2026/09/2341325.0%
CELIS (Rank 28)2026/09/1063350.0%
HoAssYoAss (Rank 24)2026/08/2453260.0%
たもしょ (Rank 28)2026/05/165050.0%
μ (Rank 27)2026/05/0764266.7%

Round openings

Every character

backdash into evade up1018.6%
punchP into Jab StraightPP393.3%
Dash Hammer Kick66K into forward movement302.6%
Low Spin Kick1K+G into crouch201.7%
backdash into evade down201.7%
backdash into throwP+G201.7%
guardG into punchP201.7%
Smash Straight Jab3PP into Lightning Back Knuckle3PPP191.6%
guardG into evade up181.5%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK171.4%
Double Dragon9K151.3%
Jab StraightPP into Jab Double StraightPPP151.3%
Middle Smash6P151.3%
guardG into backdash151.3%
backdash into Karura4P+K141.2%

297 further openings account for the other 792 rounds.

Counted from 290 of the 418 matches played. The rest were not pulled for openings.

Jacky

Career
1,593–1,615 · 49.7%
This season
203 matches · 44.8%
Peak rank
28

First hit in 44.0% of 696 rounds. Won 49.7% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 26.2% of rounds, against 12.5% in their other rounds.
  • In round 4 or later: opens with “1K+G Low Spin Kick into crouch” in 5.9% of rounds, against 1.7% in their other rounds.

How is this tested?

backdash into evade up669.4%
punchP into Jab StraightPP395.6%
Dash Hammer Kick66K into forward movement304.3%
Low Spin Kick1K+G into crouch202.9%
Smash Straight Jab3PP into Lightning Back Knuckle3PPP192.7%
backdash into evade down192.7%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK172.4%
Double Dragon9K152.1%
Jab StraightPP into Jab Double StraightPPP152.1%
Middle Smash6P152.1%
Middle Spin Kick46K+G into forward movement131.9%
crouch into Low Spin Kick1K+G131.9%
guardG into evade up131.9%
backdash into High Angle Upper Kick6K121.7%
backdash into throwP+G121.7%

136 further openings account for the other 382 rounds.

Counted from 172 of the 203 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
Wolf9–12 · 43%4–5 · 44%too few to test
Akira8–9 · 47%6–7 · 46%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.

31 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?

Goh

Career
690–718 · 49.0%
This season
75 matches · 41.3%
Peak rank
25

First hit in 47.5% of 177 rounds. Won 42.9% of the rounds they struck first, 39.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K147.9%
Tsukikage6K126.7%
backdash into evade up126.7%
forward dash into throwP+G84.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G63.4%
backdash into Soukyu46P63.4%
crouch into Denkou3PP63.4%
Soukyu46P into punchP52.8%
Hoderi4P into Hoderi~Shikigami4PP42.2%
guardG into punchP42.2%
Garyu66K into Tsukikage6K31.7%
Hiji'ate6P31.7%
Maegeri3K into Batousatsu3KP31.7%
backdash into Sune Kudaki43P31.7%
crouch into Karigeri1K31.7%

66 further openings account for the other 86 rounds.

Counted from 45 of the 75 matches played. The rest were not pulled for openings.

Jean

Career
101–135 · 42.8%
This season
46 matches · 50.0%
Peak rank
24

First hit in 48.5% of 134 rounds. Won 47.7% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1511.1%
Shutoukiri4P into Chinshin Seichuken4PP64.4%
guardG into punchP64.4%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK53.7%
Yoko'enpi6P53.7%
Chudan Mawashigeri3K into Chudan~Joudan Mawashigeri3KK43.0%
Hangetsu NirenzukiP+K43.0%
Kouyoushu4KK into Kouyou Getsugashu4KKK43.0%
Yamakuzushi6K43.0%
backdash into Doumawashi Kaitengeri46K+G43.0%
crouch into Oishitazuki3PP43.0%
kickK into punchP43.0%
Gyaku Seikenzuki66P32.2%
Gyaku Seikenzuki66P into throwP+G32.2%
backdash into throwP+G32.2%

47 further openings account for the other 61 rounds.

Counted from 34 of the 46 matches played. The rest were not pulled for openings.

Lau

Career
196–199 · 49.6%
This season
49 matches · 51.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sako Soushou4P+K78.6%
crouch into down-back kick1K78.6%
kickK78.6%
Saishikkyaku4K56.2%
Chugeki6P44.9%
backdash into Saishikkyaku4K33.7%
Touku Kosenkyaku9K22.5%
backdash into evade up22.5%
backdash into throwP+G22.5%
crouch into Saishikkyaku4K22.5%
crouch into Senchutai3K22.5%
crouch into down-back kick+guard1K+G22.5%
evade down into crouch dash forward22.5%
punchP into RenshouPP22.5%
punchP into up-back punch7P22.5%

30 further openings account for the other 30 rounds.

Counted from 20 of the 49 matches played. The rest were not pulled for openings.

Pai

Career
127–117 · 52.0%
This season
45 matches · 53.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K810.5%
Senchuken6P79.2%
backdash into evade up67.9%
crouch into down-back kick1K45.3%
Ensei Haikyaku4K34.0%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK34.0%
Rikensui1P34.0%
down-back kick1K into kickK34.0%
guardG into backdash34.0%
Senchutai3K22.6%
backdash into throwP+G22.6%
crouch into Honshin Soukyaku1K+G22.6%
down-back kick1K22.6%
guardG into Hi'en Tankyaku9K22.6%
guardG into Senchuken6P22.6%

22 further openings account for the other 24 rounds.

Counted from 19 of the 45 matches played. The rest were not pulled for openings.

Not counted here: Akira. 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: 2 of 15 tests hold up
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Pai: not tested (too few rounds)