VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ぽん

  • Brad
  • Sarah
Career matches4,416
Career win rate55.2%
Round win rate53.2%
Peak rank38
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1852 #238 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

Jacky372,3871,2761,11153.5%
Sarah371,02957345655.7%
Brad381,00058941158.9%

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

156 of 938 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.154656
Brad8.4507100

By opponent's character

Jean9.758112
Goh8.450721
Lau8.450430
Sarah9.05387
Jeffry9.154623
Vanessa8.853010
Jacky8.249212
Wolf8.450123
Kage8.65186
El Blaze8.65189
Lion9.45663

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

Brad2618869.2%+18.7
Jean24131154.2%-6.3
Goh22101245.5%-14.6
Lau2081240.0%-15.1
Sarah1911857.9%+1.9
Jeffry1881044.4%-17.1
Vanessa169756.2%+1.1
Jacky135838.5%-18.5
Akira128466.7%+5.6
Aoi10100100.0%+46.6
Wolf94544.4%-8.1
Pai83537.5%-12.1
Shun82625.0%-24.2
Kage76185.7%+29.4
Eileen53260.0%+9.1
El Blaze54180.0%+24.5
Lion43175.0%+27.6
Lei Fei32166.7%+5.8
Dural220100.0%+49.3
Taka21150.0%-7.6

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

Breakable Full Fence43202346.5%-11.2
Rectangle31181358.1%+7.0
Low Fence26151157.7%-1.4
Breakable Half Fence25151060.0%+5.0
Full Fence23111247.8%-4.3
Single Wall23131056.5%-3.0
Octagon1710758.8%+3.6
Open1711664.7%+7.7
Half Fence149564.3%+5.5
Full Fence and Open105550.0%-4.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15354.2%54.6%-0.3
No walls6659.1%58.7%+0.4

Walls against open: -0.7 points (95% range -15.5 to +14.0), p 0.922 — 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

cx-server (Rank 35)2026/05/31550100.0%
hikabun (Rank 39)2026/05/3132166.7%
メガジェネ (Rank 38)2026/05/1753260.0%
giggs_0919 (Rank 39)2026/05/1741325.0%
chima0818turi (Rank 40)2026/05/1185362.5%
kansimamoto (Rank 34)2026/05/1172528.6%
jefrikko (Rank 37)2026/05/11117463.6%
うるヲ参拾 (Rank 38)2026/05/1143175.0%
どっせ参謀 (Rank 36)2026/05/10330100.0%
フルレバ (Rank 35)2026/05/1031233.3%
ネンジ (Rank 40)2026/05/06440100.0%
no-0809 (Rank 39)2026/05/0661516.7%
めろぴ。 (Rank 40)2026/05/0642250.0%
お~ちゃん (Rank 34)2026/05/0632166.7%
荒駒松太郎 (Rank 37)2026/05/0651420.0%
くろね@のびしろF (Rank 34)2026/05/0596366.7%
okinawa_39 (Rank 39)2026/04/26330100.0%
カルティカ (Rank 39)2026/04/263030.0%
禅-ZEN- (Rank 36)2026/04/2376185.7%
AOEアオイ (Rank 31)2026/04/1632166.7%
ゲッパー (Rank 37)2026/04/1683537.5%
jizou_guile (Rank 33)2026/04/16440100.0%
せろじゃん (Rank 38)2026/04/0632166.7%
ぱりぱり (Rank 37)2026/04/0651420.0%
マーウォ (Rank 37)2026/03/2941325.0%

Round openings

Every character

crouch into throw escape464.9%
backdash into Spin Heel Sword4K+G313.3%
crouch into Middle Kick3K313.3%
Dash Hammer Kick66K into High Angle Upper Kick6K303.2%
crouch dash back into Spin Heel Sword4K+G293.1%
backdash into evade up262.8%
crouch dash forward into throw escape212.2%
crouch dash forward into punchP202.1%
backdash into Sway Back4P+K+G192.0%
crouch dash back into guardG181.9%
Dtee Sawk Dtrohng4P+K171.8%
Groin Kick6K+G171.8%
Groin Kick6K+G into forward movement171.8%
crouch dash forward into guardG171.8%
forward dash into High Angle Upper Kick6K171.8%

194 further openings account for the other 584 rounds.

Jacky

Career
1,276–1,111 · 53.5%
This season
165 matches · 53.3%
Peak rank
37

First hit in 46.4% of 661 rounds. Won 58.6% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Spin Heel Sword4K+G314.7%
crouch into Middle Kick3K314.7%
Dash Hammer Kick66K into High Angle Upper Kick6K304.5%
crouch into throw escape304.5%
crouch dash back into Spin Heel Sword4K+G294.3%
backdash into evade up182.7%
crouch dash forward into punchP182.7%
Groin Kick6K+G172.5%
Groin Kick6K+G into forward movement172.5%
forward dash into High Angle Upper Kick6K172.5%
backdash into Slide Shuffle (Deflect)4P+K+G131.9%
crouch dash forward into throw escape131.9%
guardG into throw escape131.9%
backdash into punchP121.8%
crouch dash back into guardG121.8%

134 further openings account for the other 366 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad15–7 · 68%2–1 · 67%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?

Brad

Career
589–411 · 58.9%
This season
59 matches · 64.4%
Peak rank
38

First hit in 52.1% of 240 rounds. Won 63.2% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sway Back4P+K+G197.9%
Dtee Sawk Dtrohng4P+K177.0%
Middle Spin Kick66K into Ten Kao6K166.6%
crouch into throw escape166.6%
Ducking6P+K+G into Crush Knee KickK+G156.2%
backdash into Stop Kick4K93.7%
crouch dash forward into throw escape83.3%
backdash into evade up72.9%
backdash into Destruction Body3P+K62.5%
backdash into Jackal Straight46P+K52.1%
backdash into throwP+G52.1%
crouch dash back into guardG52.1%
crouch dash forward into guardG52.1%
crouch into Sharp Shoot1P52.1%
punchP into Jab StraightPP52.1%

61 further openings account for the other 98 rounds.

Sarah

Career
573–456 · 55.7%
This season
9 matches · 44.4%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G928.1%
Hide Side Kick (Deflect)P+K26.2%
backdash into Full Spin Heel Kick9K26.2%
backdash into Quick Knee6K26.2%
evade up into forward dash26.2%
kickK into High Kick StraightKP26.2%
Sharpsword44K into Sharpsword Combo44KK13.1%
backdash into Sharpsword44K13.1%
backdash into evade up13.1%
backdash into guardG13.1%
crouch dash back into guardG13.1%
crouch dash forward into Leg Slicer2K+G13.1%
crouch dash forward into guardG13.1%
crouch into Leg Slicer2K+G13.1%
evade down into Snap Side Chop Double3PP13.1%

4 further openings account for the other 4 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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Brad: not tested (too few rounds)
  • Sarah: not tested (too few rounds)