VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

sukapuri

  • Akira
  • Lion
  • Kage
  • Pai
  • Shun
  • Lei Fei
  • Wolf
  • Aoi
Career matches6,171
Career win rate45.1%
Round win rate49.4%
Peak rank27
Distinct opponents231
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1473 #2,197 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

Jacky275,6282,6153,01346.5%
Akira2234510224329.6%
Aoi215995015.2%
Wolf2142132930.9%
Shun2133141942.4%
Lion232516964.0%
Kage211861233.3%
Pai21159660.0%
Lei Fei2161516.7%

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

3,068 of 3,169 rounds counted

6.8 inputs a second (407 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.84082,832
Akira7.2429110
Lion6.538840
Kage6.237327
Pai6.337720
Shun6.036117
Lei Fei6.337612
Wolf6.43857
Aoi5.63353

By opponent's character

Akira7.0419590
Jean6.4385265
Aoi6.8409245
Wolf7.0422217
Jacky6.9415215
Jeffry6.8409194
Shun6.9412200
Sarah6.8406175
Lau6.8408134
Pai6.8411129
Kage6.5393126
Goh7.0420122
Lei Fei6.539298
Lion6.539277
Brad6.539189
Taka6.639776
El Blaze6.236953
Eileen6.639638
Vanessa6.740325

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

Akira153767749.7%+1.2
Jean65283743.1%-6.7
Aoi62342854.8%+4.5
Wolf56263046.4%-1.9
Jacky54282651.9%+0.7
Jeffry52223042.3%-0.6
Shun49222744.9%+8.5
Sarah43222151.2%-1.0
Lau35161945.7%-1.8
Pai31171454.8%+9.9
Kage30171356.7%+5.1
Goh29151451.7%+8.4
Lei Fei28101835.7%-10.5
Lion2351821.7%-22.1
Brad22111150.0%-0.1
Taka1710758.8%+7.2
El Blaze145935.7%-10.5
Eileen95455.6%-0.3
Vanessa63350.0%-12.8

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Breakable Half Fence111595253.1%+9.6
Open84394546.4%+0.1
Low Fence81315038.3%-10.0
Rectangle80443655.0%+3.7
Single Wall75393652.0%+3.9
Octagon71284339.4%-11.4
Full Fence69294042.0%-6.5
Breakable Full Fence67283941.8%-2.3
Half Fence66303645.5%-4.1
Full Fence and Open39241561.5%+8.2

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
Walls46447.0%47.7%-0.8
No walls24045.4%47.3%-1.9

Walls against open: +1.2 points (95% range -6.6 to +8.9), p 0.770 — 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

きつね (Rank 28)2026/10/0765183.3%
ぽん (Rank 29)2026/10/061631318.8%
銀 (Rank 29)2026/10/0475271.4%
GWO (Rank 23)2026/10/0474357.1%
twinsshine (Rank 27)2026/10/02101910.0%
r1s1d8 (Rank 27)2026/10/0286275.0%
ゲス拳サンボ☆彡 (Rank 26)2026/10/0273442.9%
kampfarkz (Rank 27)2026/10/02124833.3%
PuzzG/ぱず爺 (Rank 36)2026/10/02111109.1%
AiokometeZ (Rank 22)2026/09/28107370.0%
紫荆一头牛 (Rank 25)2026/09/24118372.7%
Fuji-Atsuka (Rank 21)2026/09/2485362.5%
tentenn100 (Rank 26)2026/09/2373442.9%
tamaneen (Rank 29)2026/09/237070.0%
クロサギ@はなちゃん (Rank 29)2026/09/2283537.5%
camelvf (Rank 28)2026/09/1884450.0%
a_h_i_k_o (Rank 27)2026/09/15158753.3%
カミナリおやじ (Rank 27)2026/09/091521313.3%
サーちゃん (Rank 23)2026/09/0286275.0%
うをん (Rank 30)2026/08/2484450.0%
格雷希欧 (Rank 23)2026/08/1874357.1%
calmknight[냠냠] (Rank 29)2026/07/30126650.0%
あつあげ (Rank 30)2026/07/17112918.2%
μ (Rank 26)2026/07/1694544.4%
kobaman (Rank 27)2026/06/191641225.0%

Round openings

Every character

Beat KnuckleP+K into Beat Spin KickP+KK43414.2%
evade up1846.0%
backdash into High Angle Upper Kick6K1073.5%
backdash into Rage Kick1PK872.8%
evade up into kickK862.8%
backdash into evade down732.4%
backdash into evade up712.3%
Double Dragon9K672.2%
Double Dragon9K into kickK632.1%
Double Dragon9K into High Angle Upper Kick6K602.0%
crouch into down-back kick1K511.7%
evade up into Double Spinning KickKK471.5%
Slide Shuffle (Deflect)4P+K+G into punchP451.5%
kickK into punchP371.2%
crouch dash back into High Angle Upper Kick6K361.2%

331 further openings account for the other 1,616 rounds.

Counted from 753 of the 778 matches played. The rest were not pulled for openings.

Jacky

Career
2,615–3,013 · 46.5%
This season
723 matches · 47.2%
Peak rank
27

First hit in 37.0% of 2,812 rounds. Won 53.2% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 24.1% of rounds, against 11.4% in their other rounds.
  • Against Shun: evades first in 29.1% of rounds, against 13.4% against everyone else.
  • After opening the round before by attacking: attacks straight away in 51.8% of rounds, against 42.9% after anything else.
  • After losing a round: attacks straight away in 53.0% of rounds, against 40.0% after winning one.
  • In round 4 or later: opens with “P+K Beat Knuckle into P+KK Beat Spin Kick” in 24.1% of rounds, against 12.2% in their other rounds.
  • Against Shun: opens with “evade up” in 14.8% of rounds, against 5.3% against everyone else.
  • After losing a round: opens with “P+K Beat Knuckle into P+KK Beat Spin Kick” in 29.5% of rounds, against 5.4% after winning one.
  • When behind: opens with “P+K Beat Knuckle into P+KK Beat Spin Kick” in 21.5% of rounds, against 11.4% when ahead or level.

How is this tested?

Beat KnuckleP+K into Beat Spin KickP+KK43415.3%
evade up1706.0%
backdash into High Angle Upper Kick6K1073.8%
backdash into Rage Kick1PK873.1%
evade up into kickK853.0%
backdash into evade down702.5%
Double Dragon9K672.4%
backdash into evade up652.3%
Double Dragon9K into kickK632.2%
Double Dragon9K into High Angle Upper Kick6K602.1%
evade up into Double Spinning KickKK471.7%
Slide Shuffle (Deflect)4P+K+G into punchP451.6%
crouch into down-back kick1K431.5%
crouch dash back into High Angle Upper Kick6K361.3%
kickK into punchP361.3%

221 further openings account for the other 1,413 rounds.

Counted from 698 of the 723 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
Akira37–44 · 46%25–19 · 57%-4.5
Jean11–25 · 31%8–7 · 53%too few to test
Aoi19–10 · 66%7–11 · 39%too few to test
Jeffry13–24 · 35%5–6 · 45%too few to test
Wolf10–20 · 33%8–5 · 62%too few to test
Shun13–15 · 46%2–6 · 25%too few to test
Jacky14–14 · 50%8–11 · 42%too few to test
Sarah12–6 · 67%10–12 · 45%too few to test
Lau5–12 · 29%6–6 · 50%too few to test
Pai9–4 · 69%7–8 · 47%too few to test
Lei Fei5–8 · 38%4–10 · 29%too few to test
Goh9–10 · 47%2–1 · 67%too few to test
Kage10–7 · 59%1–3 · 25%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

25 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?

Akira

Career
102–243 · 29.6%
This season
24 matches · 54.2%
Peak rank
22

First hit in 48.2% of 110 rounds. Won 58.5% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Souka Housui3P+K109.1%
backdash into Chouyoushu1P76.4%
backdash into Geimon Tessen46P+K+G65.5%
crouch into down-back kick1K65.5%
backward movement into Jouho Touken6P54.5%
backdash into Jouho Senshou46P43.6%
down-back punch+kick1P+K43.6%
evade up43.6%
Rimon Chouchu66P32.7%
Youteitou6K into Kenhou6KP32.7%
backdash into Chouzan Housui46P+K32.7%
backward movement into Kaiko6P+K+G32.7%
evade up into Hachimon KaidaPP32.7%
kickK32.7%
up, up-forward kick89K32.7%

33 further openings account for the other 43 rounds.

Lion

Career
16–9 · 64.0%
This season
10 matches · 80.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Senkyutai1K512.5%
evade up512.5%
backdash into Koushutai44K37.5%
kickK into RensentaiKK37.5%
Senputai8K into Katoutai8KK25.0%
Souji SenpuP+K25.0%
backdash into Kishitsu Kasensou43P25.0%
backdash into evade up25.0%
crouch into Senkyutai1K25.0%
Banchu6P into Banchu Renkanshu6PP12.5%
Juchou Senshou8P+K12.5%
Senkyutai1K12.5%
Tourou Teihozen (Deflect)4P+K+G12.5%
Tourou Teihozen (Deflect)4P+K+G into RensentaiKK12.5%
backdash into Souji SenpuP+K12.5%

8 further openings account for the other 8 rounds.

Kage

Career
6–12 · 33.3%
This season
7 matches · 28.6%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P into Rasen Urageri4PK311.1%
Ura Tsumujigeri44K311.1%
backdash into Tsumujigeri2K+G311.1%
Suishageri7K+G27.4%
crouch into Nirenkyaku3KK27.4%
Engetsugeri9K+G13.7%
Furikakato OtoshiK+G13.7%
Kodachinuki4K into Hagakure-ryu You Jumonji KamaeP+K+G13.7%
Senpugeri7K13.7%
Soumenwari1P+K13.7%
Suishageri7K+G into backdash13.7%
backdash into Gen'you4K+G13.7%
backdash into Kodachinuki4K13.7%
backdash into Nirenkyaku3KK13.7%
backdash into Shippuzan3PP13.7%

4 further openings account for the other 4 rounds.

Pai

Career
9–6 · 60.0%
This season
4 matches · 25.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Renka Sentai2KK420.0%
backdash into Rikensui1P315.0%
Ensei Haijinkyaku7K+G210.0%
Ensei KatanhekiP+K15.0%
Enshi Soushou66P into Hien Dantai66PK15.0%
Hi'en Tankyaku9K15.0%
Meishouho4P+K+G into crouch15.0%
Rikensui1P15.0%
Rikensui1P into evade down15.0%
backdash into Ensei Soushouheki4P15.0%
backdash into Ensei Toukyaku46K15.0%
backdash into Honshin Soukyaku1K+G15.0%
crouch dash back into down-back kick1K15.0%
evade up15.0%

Shun

Career
14–19 · 42.4%
This season
4 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up423.5%
Tanhi ChougekiK+G into OusoushuK+GP317.6%
backdash into evade up211.8%
backdash into kickK211.8%
Gekizan Senchu3P+K into kickK15.9%
backdash into Tenshin Souchushou6P+K15.9%
crouch into Haisenchu1P15.9%
evade down into backward movement15.9%
evade up into kickK15.9%
kickK into punchP15.9%

Lei Fei

Career
1–5 · 16.7%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Touku Tenshinkyaku8K+G216.7%
Kakushu Suigeki6P into Kakushu Suirengeki6PP18.3%
Touku Tenshinkyaku8K+G into SokutankyakuK+G18.3%
backdash into Chisen Choukyaku 23K+GK18.3%
backdash into Sayu ShoukenPP18.3%
backdash into Souyokugeki46P18.3%
evade down18.3%
evade up into Chisen Choukyaku 23K+GK18.3%
evade up into Hai Shiki2P+K+G18.3%
offensive move18.3%
offensive move into kickK18.3%

Wolf

Career
13–29 · 30.9%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick1K228.6%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK114.3%
Kenka Kick1K+G into Low Smash2K114.3%
Low Drop Kick62K114.3%
backdash into Gasp Kneel Palm Bomb6P+K114.3%
backdash into Heavy Middle Kick3K+G114.3%

Aoi

Career
9–50 · 15.2%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kamageri4K into crouch dash back133.3%
Tenchi In'youP+K+G133.3%
evade down133.3%

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 (18 here; about 0.9 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: 8 of 18 tests hold up
  • Akira: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Aoi: not tested (too few rounds)