VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

ueoai8277

  • Shun
  • Kage
  • Jean
  • Jeffry
Career matches285
Career win rate85.3%
Round win rate66.9%
Peak rank30
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1679 #901 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

Jacky301631342982.2%
Jean234338588.4%
Shun233831781.6%
Kage2324240100.0%
Jeffry211716194.1%

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

481 of 481 rounds counted

7.5 inputs a second (447 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.6457358
Shun7.042245
Kage6.840538
Jean7.243527
Jeffry6.740213

By opponent's character

Wolf7.645382
Jacky7.846966
Shun7.243267
Akira7.545351
Brad7.545342
Lion7.042324
Aoi7.343919
Goh7.645919
Lau7.242919
Sarah7.042021
Lei Fei7.947317
Taka7.243414
Vanessa8.350111
El Blaze7.54498
Jean6.23697
Pai7.24326
Eileen7.04183
Kage6.94165

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

Wolf2217577.3%-6.3
Jacky1715288.2%+9.5
Shun1716194.1%+13.1
Akira136746.1%-39.4
Brad10100100.0%+17.8
Lion64266.7%-8.0
Aoi550100.0%+27.4
Goh54180.0%-3.5
Lau53260.0%-14.3
Sarah550100.0%+25.0
Lei Fei42250.0%-38.3
Taka32166.7%-15.2
Vanessa32166.7%-11.4
El Blaze220100.0%+17.4
Jean220100.0%+29.2
Pai220100.0%+23.5
Eileen110100.0%+25.2
Kage110100.0%+21.6

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

Single Wall1715288.2%+8.6
Open1612475.0%-9.7
Full Fence139469.2%-16.4
Rectangle1311284.6%+11.2
Octagon1211191.7%+14.1
Low Fence106460.0%-21.4
Breakable Half Fence98188.9%+12.0
Breakable Full Fence87187.5%+3.8
Half Fence770100.0%+17.6
Full Fence and Open21150.0%-26.7

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
Walls6285.5%80.1%+5.4
No walls4376.7%81.5%-4.8

Walls against open: +10.2 points (95% range -10.6 to +31.1), p 0.337 — 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

nidaimebannai (Rank 34)2026/08/22220100.0%
nanami.madogiwa (Rank 33)2026/08/223030.0%
Nimunimusan08 (Rank 27)2026/08/22660100.0%
Bird-Tat (Rank 32)2026/08/2231233.3%
gans.sk602 (Rank 32)2026/08/2232166.7%
ayunii216 (Rank 32)2026/08/2276185.7%
ratel-d9 (Rank 29)2026/08/2242250.0%
ninoplays (Rank 28)2026/08/22440100.0%
pome-_-zzZ (Rank 25)2026/08/2132166.7%
StartCk88 (Rank 26)2026/08/212020.0%
しゅうまい (Rank 23)2026/08/2143175.0%
Sinabro (Rank 30)2026/08/21220100.0%
jammy_reed9 (Rank 28)2026/08/2131233.3%
CLEARCARE (Rank 41)2026/08/212020.0%
SBD0121 (Rank 30)2026/08/1721150.0%
たつやX (Rank 27)2026/08/17220100.0%
バリカン (Rank 27)2026/08/172020.0%
rikiyan-999 (Rank 28)2026/08/17220100.0%
TNMYツナマヨ (Rank 25)2026/08/17220100.0%
yagio130r (Rank 25)2026/08/17220100.0%
玉面雙飛龍 (Rank 27)2026/08/172020.0%
yagi[JP] (Rank 22)2026/08/17440100.0%
E-BB1 (Rank 26)2026/08/17220100.0%
TAIDADA (Rank 27)2026/08/17220100.0%
nihikibito (Rank 23)2026/08/17880100.0%

Round openings

Every character

Dash Hammer Kick66K7114.7%
forward movement into punchP6012.4%
Low Spin Kick1K+G265.4%
forward movement into Punch High KickPK193.9%
Middle Spin Kick46K+G153.1%
Middle Kick3K132.7%
forward movement into Jab StraightPP132.7%
Senpujin2P+K122.5%
Gyou'in Haishu3P102.1%
Standing Knee Kick4K91.9%
forward dash into Low Spin Kick1K+G71.4%
Groin Kick6K+G61.2%
Haisenchu1P61.2%
crouch dash forward into Smash Straight3P61.2%
Gyou'in Haishu3P into evade down51.0%

122 further openings account for the other 206 rounds.

Jacky

Career
134–29 · 82.2%
This season
90 matches · 75.6%
Peak rank
30

First hit in 51.4% of 356 rounds. Won 70.5% of the rounds they struck first, 57.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 72.2% of rounds, against 46.6% in their other rounds.
  • After losing a round: opens with “66K Dash Hammer Kick” in 33.0% of rounds, against 8.1% after winning one.
  • When behind: opens with “66K Dash Hammer Kick” in 35.8% of rounds, against 9.2% when ahead.

How is this tested?

Dash Hammer Kick66K7119.8%
forward movement into punchP4412.3%
Low Spin Kick1K+G267.3%
forward movement into Punch High KickPK195.3%
Middle Spin Kick46K+G154.2%
Middle Kick3K133.6%
forward movement into Jab StraightPP133.6%
Standing Knee Kick4K92.5%
forward dash into Low Spin Kick1K+G72.0%
Groin Kick6K+G61.7%
crouch dash forward into Smash Straight3P61.7%
backdash into Spin Heel Sword4K+G51.4%
backdash into forward dash51.4%
punchP into Punch High KickPK51.4%
Low Spin Kick1K+G into evade down41.1%

70 further openings account for the other 110 rounds.

Shun

Career
31–7 · 81.6%
This season
13 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyou'in Haishu3P1020.8%
Haisenchu1P612.5%
Gyou'in Haishu3P into evade down510.4%
Gyou'in Haishu3P into guardG510.4%
Haisenchu1P into Haisenchu Kaikakyaku1PK36.2%
Haisenchu1P into evade down24.2%
Koushu Katai1K into Koushu Rentai1KK24.2%
forward movement into punchP24.2%
Gekizan Senchu3P+K into guardG12.1%
Haisenchu1P into guardG12.1%
Haisenchu1P into kickK12.1%
Shinho Suikoushu43P+K into punchP12.1%
Tanhi ChougekiK+G12.1%
Tenshin Kashitai1K+G into evade down12.1%
Toukyaku6K+G12.1%

6 further openings account for the other 6 rounds.

Kage

Career
24–0 · 100.0%
This season
10 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpujin2P+K1231.6%
Hagakure-ryu In Raijingeki46P+K into punchP37.9%
Hagakure-ryu In Raijingeki46P+K25.3%
Rasen4P into Rasen Urageri4PK25.3%
Senpujin2P+K into Fujin Urasuisha2P+KK25.3%
forward movement into punchP25.3%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP12.6%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G12.6%
Hiji'uchi6P into forward movement12.6%
Nakageri3K into Nirenkyaku3KK12.6%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G12.6%
Rasen4P into kickK12.6%
Senpujin2P+K into backdash12.6%
Yokoshutou4P+K into punchP12.6%
backward movement into Hagakure-ryu In Raijingeki46P+K12.6%

6 further openings account for the other 6 rounds.

Jean

Career
38–5 · 88.4%
This season
7 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Maeken~Joudan MawashigeriPK518.5%
forward movement into punchP518.5%
forward movement into KounirenPP311.1%
Hizageri4K into Kousenshu4KP27.4%
Shitanagi Shutou1P into evade down27.4%
Gyaku Seikenzuki66P13.7%
Ryoutezuki66P+K13.7%
Shutoukiri4P13.7%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK13.7%
backdash into Doumawashi Kaitengeri46K+G13.7%
backdash into Sune'ori1K+G13.7%
forward movement into Kyoshin KourikenPKP13.7%
forward movement into Yoko'enpi6P13.7%
guardG13.7%
guardG into evade down13.7%

Jeffry

Career
16–1 · 94.1%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP753.9%
forward movement into Knuckle KickPK323.1%
forward movement into Double KnucklePP215.4%
Dash Elbow66P into punchP17.7%

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: 3 of 15 tests hold up
  • Shun: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)