VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

aimi3298

  • Kage
  • Lau
  • Pai
  • Lion
Career matches861
Career win rate77.5%
Round win rate65.7%
Peak rank34
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1790 #407 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

Jacky343362389870.8%
Kage331771433480.8%
Lau301611273478.9%
Pai3099851485.9%
Lion3088741484.1%

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

324 of 324 rounds counted

9.6 inputs a second (577 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.8588132
Kage9.053897
Lau9.255240
Pai10.764432
Lion10.764223

By opponent's character

Jean9.657441
Lau9.356132
Wolf10.362035
Akira10.361730
Goh9.456627
Shun10.361920
Jacky10.261217
Jeffry9.355621
Pai8.651318
Brad9.657316
Sarah9.154415
Aoi9.556911
Eileen8.450512
Kage9.557212
Lion8.95356
Vanessa10.36187
El Blaze10.76424

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

Jean106460.0%-16.2
Lau93633.3%-39.0
Wolf98188.9%+15.7
Akira86275.0%+3.4
Goh75271.4%-2.3
Shun660100.0%+25.6
Jacky53260.0%-9.7
Jeffry53260.0%-5.6
Pai54180.0%+4.1
Brad43175.0%+15.7
Sarah440100.0%+21.1
Aoi32166.7%+2.1
Eileen330100.0%+28.6
Kage31233.3%-40.9
Lion220100.0%+19.7
Vanessa220100.0%+27.2
El Blaze110100.0%+28.7

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 Half Fence1411378.6%+8.1
Half Fence128466.7%-6.8
Single Wall129375.0%+4.6
Full Fence97277.8%+8.1
Octagon96366.7%-6.4
Rectangle97277.8%+3.0
Breakable Full Fence74357.1%-16.0
Low Fence53260.0%-14.0
Full Fence and Open42250.0%-22.6
Open330100.0%+24.6

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
Walls6071.7%72.3%-0.7
No walls2075.0%72.4%+2.6

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

BANANA (Rank 31)2026/08/17220100.0%
nanbara (Rank 36)2026/08/172020.0%
ちゃあ (Rank 35)2026/08/1721150.0%
hattori1357 (Rank 34)2026/08/172020.0%
arafif-50 (Rank 31)2026/08/17220100.0%
sinsig22 (Rank 28)2026/08/17220100.0%
ボブソン (Rank 27)2026/08/17220100.0%
雷電 (Rank 30)2026/08/04220100.0%
warukumadorikuma (Rank 27)2026/08/0421150.0%
伍の人 (Rank 31)2026/08/04220100.0%
獣王(設定2) (Rank 30)2026/08/04220100.0%
temp002 (Rank 31)2026/08/0421150.0%
YUICHI (Rank 31)2026/08/042020.0%
SUTEKI-_-san (Rank 30)2026/08/04220100.0%
朧月/暁 (Rank 34)2026/08/04220100.0%
Gz-KYO (Rank 32)2026/07/312020.0%
n-nova06 (Rank 33)2026/07/31220100.0%
dark031giant (Rank 29)2026/07/3121150.0%
nana-ushi (Rank 33)2026/07/31220100.0%
asari0727 (Rank 31)2026/07/31220100.0%
Oshira_taicho (Rank 29)2026/07/31220100.0%
sergei_yamada (Rank 31)2026/07/30220100.0%
五寸釘くん (Rank 35)2026/07/302020.0%
アドリブ使い (Rank 33)2026/07/303030.0%
poco/ぽこ (Rank 36)2026/07/3021150.0%

Round openings

Every character

backdash into evade up7824.1%
backdash into evade down268.0%
backdash into Gen'you4K+G175.2%
backdash into Spin Heel Sword4K+G144.3%
forward dash into High Angle Upper Kick6K134.0%
backdash into throwP+G113.4%
forward dash into throwP+G82.5%
Hagakure-ryu In Raijingeki46P+K into punchP72.2%
Juchou Senshou8P+K72.2%
backdash into Middle Smash6P72.2%
backdash into guardG72.2%
Dash Hammer Kick66K into High Angle Upper Kick6K61.9%
backdash into High Angle Upper Kick6K51.5%
backdash into punchP51.5%
backward movement into Nagiharai6P+K51.5%

73 further openings account for the other 108 rounds.

Jacky

Career
238–98 · 70.8%
This season
34 matches · 58.8%
Peak rank
34

First hit in 42.4% of 132 rounds. Won 60.7% of the rounds they struck first, 57.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2418.2%
backdash into Spin Heel Sword4K+G1410.6%
forward dash into High Angle Upper Kick6K139.8%
backdash into evade down118.3%
backdash into Middle Smash6P75.3%
Dash Hammer Kick66K into High Angle Upper Kick6K64.5%
backdash into High Angle Upper Kick6K53.8%
forward dash into throwP+G53.8%
backdash into Low Spin Kick1K+G43.0%
backdash into guardG43.0%
backdash into punchP32.3%
forward dash into Dash Hammer Kick66K32.3%
Dash Hammer Kick66K21.5%
Low Spin Kick1K+G21.5%
Low Spin Kick1K+G into crouch21.5%

21 further openings account for the other 27 rounds.

Kage

Career
143–34 · 80.8%
This season
26 matches · 84.6%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2929.9%
backdash into Gen'you4K+G1717.5%
Hagakure-ryu In Raijingeki46P+K into punchP77.2%
backdash into throwP+G66.2%
backdash into evade down55.2%
backward movement into Nagiharai6P+K55.2%
forward dash into forward kick6K44.1%
Rasen4P into kickK33.1%
backdash into Hiji'uchi6P33.1%
backdash22.1%
backdash into guardG22.1%
Engetsugeri9K+G into forward dash11.0%
Hagakure-ryu In Raijingeki46P+K11.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP11.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Shippujin4P+K+G11.0%

10 further openings account for the other 10 rounds.

Lau

Career
127–34 · 78.9%
This season
11 matches · 63.6%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1127.5%
backdash into evade down512.5%
crouch into Chisoutai2K+G410.0%
backdash into Souchuken2P37.5%
forward dash into Rouko Tekiga6P+KP+K37.5%
backdash into Honten Rakutoutai46K+G25.0%
forward dash into Souko Sensou66P+K25.0%
Chisoutai2K+G12.5%
Fukko Kensou1P12.5%
Fukko Kensou1P into Kensou4P12.5%
Souchuken2P12.5%
backdash into Chugeki6P12.5%
backdash into guardG12.5%
backward movement into Chugeki6P12.5%
crouch dash forward into evade down12.5%

2 further openings account for the other 2 rounds.

Pai

Career
85–14 · 85.9%
This season
9 matches · 100.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up721.9%
backdash into evade down39.4%
backdash into punchP26.2%
backdash into throwP+G26.2%
crouch dash forward into evade down26.2%
forward movement into punchP26.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK13.1%
Honshin Soukyaku1K+G13.1%
Honshin Soukyaku1K+G into crouch13.1%
Honshin Soukyaku1K+G into guardG13.1%
backdash into Hi'en Rekkyaku9KK13.1%
backdash into Hi'en Tenshi2P+K13.1%
backdash into Honshin Soukyaku1K+G13.1%
backdash into Koutankyaku66K13.1%
backdash into Souchuken2P13.1%

5 further openings account for the other 5 rounds.

Lion

Career
74–14 · 84.1%
This season
6 matches · 66.7%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K730.4%
backdash into evade up730.4%
backdash into evade down28.7%
forward dash into throwP+G28.7%
backdash into Senshippo66P14.3%
backdash into Taizan Soukoushu4P+K14.3%
backdash into Ukoushin46P+K14.3%
backdash into back kick+guard4K+G14.3%
backdash into throwP+G14.3%

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)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lion: not tested (too few rounds)