VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

KGP

  • Goh
  • Jeffry
  • Wolf
  • El Blaze
  • Pai
  • Shun
Career matches6,345
Career win rate56.5%
Round win rate65.9%
Peak rank40
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1818 Not ranked yet: the list needs 50 matches. See 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

Jacky402,2981,2231,07553.2%
Jean—1,45580565055.3%
Kage—85448736757.0%
Wolf3743026316761.2%
Lion—29317911461.1%
El Blaze3523913510456.5%
Lau—2281379160.1%
Dural—123804365.0%
Goh35111704163.1%
Pai35105693665.7%
Taka—100643664.0%
Brad—99663366.7%
Shun3373442.9%
Jeffry33330100.0%

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

88 of 88 rounds counted

9.7 inputs a second (582 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh9.456427
Jacky9.355614
Jeffry10.060015
Wolf10.362118
El Blaze9.35617
Pai10.36194
Shun9.65773

By opponent's character

Vanessa10.060015
Lion9.255313
Sarah10.160613
Shun9.355711
Akira9.55729
Goh9.95979
Brad9.55724
Eileen11.16665
Jacky9.15473
Kage9.65773
Lei Fei9.25493

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

Vanessa440100.0%+26.6
Lion32166.7%-3.5
Sarah32166.7%-12.1
Shun32166.7%-19.1
Akira2020.0%-87.8
Goh220100.0%+26.6
Brad110100.0%+24.4
Eileen110100.0%+23.9
Jacky110100.0%+26.8
Kage110100.0%+26.8
Lei Fei110100.0%+17.7

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 Full Fence43175.0%-6.9
Half Fence43175.0%-1.8
Low Fence32166.7%-3.5
Open330100.0%+26.7
Breakable Half Fence220100.0%+18.6
Octagon220100.0%+26.6
Full Fence110100.0%+23.9
Rectangle1010.0%-80.4
Single Wall1010.0%-87.1

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
Walls1478.6%78.6%-0.0
No walls771.4%74.7%-3.3

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

Takii (Rank 36)2026/09/15110100.0%
FoooooL (Rank 36)2026/09/15110100.0%
spimer-man (Rank 36)2026/09/1521150.0%
papermoon_7 (Rank 36)2026/06/15110100.0%
外神田 (Rank 37)2026/06/1532166.7%
fixed-star_61 (Rank 33)2026/06/15110100.0%
xu.simon29 (Rank 34)2026/06/15110100.0%
Shinnpon (Rank 35)2026/06/15110100.0%
Uecchi-Ver53 (Rank 32)2026/06/151010.0%
kantoku0219 (Rank 34)2026/06/151010.0%
Ka2 (Rank 37)2026/06/15110100.0%
アドリブ使い (Rank 33)2026/06/15110100.0%
panda_kage0 (Rank 37)2026/06/1521150.0%
るりじゃいき (Rank 34)2026/06/15110100.0%
けいすけ新宿 (Rank 32)2026/05/19440100.0%

Round openings

Every character

forward movement into punchP1314.8%
backdash into evade down1011.4%
backdash into evade up55.7%
backdash into Ni'oudaoshi3K+G33.4%
throwP+G33.4%
backdash22.3%
backdash into Batousatsu3KP22.3%
backdash into Full Swing Double Hammer41236P+K22.3%
backdash into Karura4P+K22.3%
backdash into Maegeri3K22.3%
backdash into Quick Shoulder66P+K22.3%
backdash into throwP+G22.3%
crouch into Low Spin Kick1K+G22.3%
punchP into crouch dash forward22.3%
Arrow Knuckle3P into guardG11.1%

35 further openings account for the other 35 rounds.

Goh

Career
70–41 · 63.1%
This season
6 matches · 50.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Ni'oudaoshi3K+G311.1%
backdash into evade down311.1%
backdash into Batousatsu3KP27.4%
backdash into Karura4P+K27.4%
backdash into Maegeri3K27.4%
backdash into throwP+G27.4%
Ni'oudaoshi3K+G13.7%
Shouzuka Okuri1P+K into forward movement13.7%
backdash13.7%
backdash into Hiji'ate6P13.7%
backdash into Hoderi4P13.7%
backdash into Kirin33P13.7%
backdash into Kokuryusatsu Ni46P+KP13.7%
backdash into Kurogane Kudaki66P13.7%
backdash into Kyousengeri46K13.7%

4 further openings account for the other 4 rounds.

Wolf

Career
263–167 · 61.2%
This season
4 matches · 75.0%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP738.9%
backdash into Quick Shoulder66P+K211.1%
Arrow Knuckle3P into guardG15.6%
Body Blow6P into crouch15.6%
backdash into Heavy Middle Kick3K+G15.6%
backdash into evade down15.6%
backdash into evade up15.6%
backdash into throw escape15.6%
crouch into Low Hammer2P15.6%
forward movement into One Two UpperPPP15.6%
punchP into forward movement15.6%

Jeffry

Career
3–0 · 100.0%
This season
4 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP426.7%
backdash into Full Swing Double Hammer41236P+K213.3%
backdash into evade down213.3%
Elbow Butt6P into forward movement16.7%
backdash into Head Attack46P+K16.7%
crouch into Low Knuckle2P16.7%
forward dash into Middle Hell Stab6P+K16.7%
forward dash into backward movement16.7%
punchP into crouch dash forward16.7%
throwP+G16.7%

Jacky

Career
1,223–1,075 · 53.2%
This season
4 matches · 75.0%
Peak rank
40

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down321.4%
crouch into Low Spin Kick1K+G214.3%
Groin Kick6K+G17.1%
backdash into Beat Spin KickP+KK17.1%
backdash into Middle Smash Back Knuckle6PP17.1%
backdash into Spinning KickK+G17.1%
backdash into evade up17.1%
evade up into Standing Knee Kick Combo: Spark4KKK17.1%
forward movement into Jab StraightPP17.1%
forward movement into punchP17.1%
throwP+G17.1%

El Blaze

Career
135–104 · 56.5%
This season
2 matches · 100.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up342.9%
backdash into ElbowP+K114.3%
backdash into backward movement114.3%
crouch dash back114.3%
punchP into forward dash114.3%

Pai

Career
69–36 · 65.7%
This season
1 matches · 100.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash125.0%
backdash into Honrakukyaku46K+G125.0%
backdash into evade down125.0%
crouch into Souchuken2P125.0%

Shun

Career
3–4 · 42.9%
This season
1 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP133.3%
backdash into Rensai Gakushu46PP133.3%
punchP into crouch dash forward133.3%

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

  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)