VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

まっちゃん

  • Goh
  • Akira
Career matches1,851
Career win rate48.4%
Round win rate48.9%
Peak rank27
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1445 #2,383 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

Jacky251,17455362147.1%
Akira2745821624247.2%
Goh262191279258.0%

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

580 of 832 rounds counted

9.8 inputs a second (589 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh9.8589442
Jacky9.6576104
Akira10.563034

By opponent's character

Jacky10.059964
Shun10.060177
Akira9.858650
Wolf9.858832
Aoi9.657640
Jeffry9.858955
Pai9.959234
Lei Fei9.355835
Lau10.362037
Lion10.261029
Sarah9.556826
Brad10.060115
Goh9.758224
Taka9.053924
El Blaze9.859013
Kage9.65793
Vanessa9.959716
Dural10.05996

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

Jacky28111739.3%-9.2
Shun2281436.4%-6.9
Akira2114766.7%+10.1
Wolf1711664.7%+20.6
Aoi168850.0%-8.2
Jeffry156940.0%+3.2
Pai1310376.9%+24.7
Lei Fei128466.7%+25.3
Lau117463.6%+8.9
Lion105550.0%-7.9
Sarah87187.5%+27.6
Brad61516.7%-33.7
Goh63350.0%+4.1
Taka61516.7%-40.2
El Blaze51420.0%-38.8
Kage4040.0%-41.3
Vanessa41325.0%-20.9
Dural2020.0%-40.6
Jean110100.0%+28.1

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 Fence2491537.5%-13.2
Full Fence24101441.7%+3.6
Open2415962.5%+9.5
Octagon2316769.6%+20.6
Single Wall2113861.9%+8.7
Breakable Full Fence2051525.0%-26.7
Low Fence1771041.2%-8.9
Rectangle1710758.8%+10.6
Half Fence103730.0%-22.2
Full Fence and Open74357.1%+14.0

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
Walls11844.9%47.6%-2.6
No walls6256.5%52.8%+3.6

Walls against open: -6.3 points (95% range -21.0 to +8.5), p 0.405 — 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

K.K.カブキモノ (Rank 24)2026/10/1743175.0%
acebreaker (Rank 26)2026/06/2131233.3%
headup11 (Rank 26)2026/06/0531233.3%
kimxxxtt (Rank 24)2026/06/0232166.7%
tawava (Rank 29)2026/06/0232166.7%
l-o-l0_0lx_xl (Rank 26)2026/06/0251420.0%
猫鼻 (Rank 29)2026/06/0252340.0%
indoor_proviso (Rank 28)2026/05/3132166.7%
maeK55 (Rank 22)2026/05/2754180.0%
neo (Rank 21)2026/05/2743175.0%
Konjikinoame (Rank 25)2026/05/2742250.0%
fdjskjfsdls (Rank 28)2026/05/24114736.4%
ikenaisan (Rank 27)2026/05/2431233.3%
釜猫 (Rank 27)2026/05/2431233.3%
龍仙人【鬼手仏心】 (Rank 26)2026/05/242020.0%
げきたな (Rank 25)2026/05/2432166.7%
NEKO-PUNCH318 (Rank 24)2026/05/2475271.4%
suconyanzu (Rank 27)2026/05/2432166.7%
ginchuwan (Rank 27)2026/05/2484450.0%
TAPIOKA (Rank 26)2026/05/1731233.3%
无双殿堂 (Rank 21)2026/05/17330100.0%
SOLA (Rank 21)2026/05/1732166.7%
cicron (Rank 24)2026/04/1232166.7%
ER_higante (Rank 28)2026/04/1253260.0%
sajitaria0114 (Rank 26)2026/04/1232166.7%

Round openings

Every character

forward dash into Soukyu46P9011.4%
backdash into Karura4P+K8410.7%
forward movement into Tsurane ShoudaPP536.7%
Hiji'ate6P476.0%
forward movement into punchP344.3%
backdash into Soukyu46P253.2%
Garyu66K222.8%
Rimon Chouchu66P202.5%
crouch into Sune'uchi2P182.3%
Soukyu46P162.0%
backdash into evade down162.0%
forward dash into Hoderi4P162.0%
Middle Smash6P141.8%
Rimon Chouchu66P into forward dash121.5%
backdash into Hoderi4P121.5%

152 further openings account for the other 309 rounds.

Counted from 197 of the 207 matches played. The rest were not pulled for openings.

Goh

Career
127–92 · 58.0%
This season
138 matches · 48.5%
Peak rank
26

First hit in 57.5% of 553 rounds. Won 49.7% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 44.0% of rounds, against 23.1% after winning one.

How is this tested?

forward dash into Soukyu46P9016.2%
backdash into Karura4P+K8415.1%
forward movement into Tsurane ShoudaPP539.5%
Hiji'ate6P478.4%
backdash into Soukyu46P254.5%
Garyu66K224.0%
crouch into Sune'uchi2P183.2%
Soukyu46P162.9%
forward dash into Hoderi4P162.9%
forward movement into punchP142.5%
backdash into Hoderi4P122.1%
backdash into evade down112.0%
forward movement into Shouda~KasumigoroshiPK91.6%
punchP into Tsurane ShoudaPP91.6%
backdash into Tsukikage6K71.3%

72 further openings account for the other 124 rounds.

Akira

Career
216–242 · 47.2%
This season
32 matches · 56.2%
Peak rank
27

First hit in 61.8% of 123 rounds. Won 57.9% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P2016.3%
Rimon Chouchu66P into forward dash129.8%
forward dash into Jouho Senshou46P129.8%
forward movement into punchP118.9%
crouch into Housui2P86.5%
crouch dash forward into Jouho Senshou46P64.9%
Rimon Chouchu66P into crouch dash forward54.1%
backdash into throw escape54.1%
forward movement into Hachimon KaidaPP54.1%
crouch dash forward into Youhou33P43.2%
backdash into Youhou33P21.6%
backdash into punchP21.6%
backward movement into evade down21.6%
crouch dash forward into punchP21.6%
evade down into Koboku214P21.6%

24 further openings account for the other 25 rounds.

Jacky

Career
553–621 · 47.1%
This season
37 matches · 48.6%
Peak rank
25

First hit in 52.9% of 104 rounds. Won 49.1% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P1413.0%
forward movement into punchP98.3%
Middle Smash6P into Middle Smash Back Knuckle6PP65.6%
crouch into Squat Straight2P65.6%
punchP into Jab StraightPP65.6%
Dash Hammer Kick66K54.6%
backdash into High Angle Upper Kick6K43.7%
backdash into evade down43.7%
Jab StraightPP into Jab Double StraightPPP21.9%
Middle Smash6P into Middle Smash Sword6PK21.9%
Spinning Kick Turn44K into Beat KnuckleP+K21.9%
Squat Straight2P into evade down21.9%
backdash into Double Back Knuckle4PP21.9%
backdash into Slant Back Knuckle1P21.9%
forward movement into Jab StraightPP21.9%

40 further openings account for the other 40 rounds.

Counted from 27 of the 37 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

  • Goh: 1 of 15 tests hold up
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)