VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

이지제이

  • Jeffry
  • Brad
  • Goh
  • Akira
Career matches1,051
Career win rate59.9%
Round win rate51.8%
Peak rank31
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1526 #1,840 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

Jacky2736119616554.3%
Jeffry2929417711760.2%
Brad312831958868.9%
Goh2575482764.0%
Akira2138132534.2%

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

411 of 444 rounds counted

7.3 inputs a second (437 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.3437237
Jeffry7.142895
Brad7.444649
Goh7.142819
Akira8.249011

By opponent's character

Akira7.545379
Eileen7.545216
Pai7.243042
Goh7.444536
Jeffry7.243531
Wolf7.544936
Shun7.042132
Sarah7.444220
Brad7.142721
El Blaze7.243017
Vanessa6.639415
Jacky6.941213
Kage7.444313
Aoi7.64536
Dural7.34368
Jean6.63976
Lei Fei6.94159
Lau7.74605
Lion7.74593
Taka7.64543

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

Akira2014670.0%+16.9
Eileen116554.5%+8.2
Pai116554.5%-4.5
Goh95455.6%-5.2
Jeffry95455.6%+0.8
Wolf94544.4%-19.7
Shun75271.4%+21.6
Sarah61516.7%-27.2
Brad550100.0%+30.8
El Blaze43175.0%+12.5
Vanessa41325.0%-40.4
Jacky3030.0%-74.4
Kage32166.7%+11.4
Aoi21150.0%+2.8
Dural220100.0%+48.2
Jean2020.0%-69.4
Lei Fei21150.0%-16.7
Lau110100.0%+38.8
Lion110100.0%+26.9
Taka110100.0%+45.5

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 Fence24141058.3%+6.9
Low Fence148657.1%-0.1
Octagon126650.0%-8.4
Breakable Half Fence115645.5%-12.5
Single Wall117463.6%+5.7
Rectangle107370.0%+11.0
Open94544.4%-10.6
Half Fence54180.0%+14.2
Full Fence and Open41325.0%-37.9
Full Fence31233.3%-26.0

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
Walls6556.9%56.8%+0.1
No walls3455.9%56.8%-0.9

Walls against open: +1.1 points (95% range -19.0 to +21.1), p 0.918 — 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

MalangJelly (Rank 32)2026/10/1242250.0%
haira_76 (Rank 30)2026/10/1221150.0%
無槪念野獸/무개념야수 (Rank 26)2026/08/24220100.0%
class-wiz (Rank 27)2026/08/2342250.0%
juste (Rank 30)2026/08/23220100.0%
けけみや (Rank 24)2026/08/23440100.0%
level_1173 (Rank 25)2026/08/2321150.0%
BANANA (Rank 28)2026/08/2121150.0%
失礼!スマッシュ☆彡 (Rank 25)2026/08/2121150.0%
cream-soba-1972 (Rank 29)2026/08/2131233.3%
piece (Rank 24)2026/08/0421150.0%
ありがとナス (Rank 27)2026/08/043030.0%
9779797 (Rank 26)2026/08/0432166.7%
banbal/バンバル (Rank 26)2026/08/042020.0%
nassy-0106 (Rank 29)2026/08/042020.0%
くっきー爆弾 (Rank 21)2026/08/04220100.0%
don'tthink,feel. (Rank 28)2026/08/0432166.7%
Nachi-doumin-J (Rank 28)2026/08/0431233.3%
오빠거기는안돼 (Rank 28)2026/08/0375271.4%
spiritual0825 (Rank 26)2026/07/22220100.0%
omuretukun (Rank 23)2026/07/1442250.0%
MEGATON_KZ (Rank 24)2026/07/132020.0%
たつやX (Rank 28)2026/07/0632166.7%
diev80 (Rank 29)2026/06/08220100.0%
junicue (Rank 32)2026/03/3073442.9%

Round openings

Every character

backdash into evade up337.8%
backdash into guardG286.6%
backdash into Beat & Back KnuckleP+KP255.9%
Middle Smash6P214.9%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward153.5%
Slant Back Knuckle1P into Rage Kick1PK133.1%
Middle Hell Stab6P+K122.8%
backdash into Sway Back4P+K+G122.8%
backdash into Megaton Knuckle43P+K112.6%
Dtee Sawk Dtrohng4P+K92.1%
Jab StraightPP into Jab Double StraightPPP92.1%
backdash into Double Hammer Down43P92.1%
backdash into Spin Heel Sword4K+G71.6%
backdash into evade down71.6%
Ducking6P+K+G into Crush Knee KickK+G61.4%

121 further openings account for the other 208 rounds.

Counted from 106 of the 112 matches played. The rest were not pulled for openings.

Jacky

Career
196–165 · 54.3%
This season
60 matches · 61.7%
Peak rank
27

First hit in 54.4% of 239 rounds. Won 59.2% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Beat & Back KnuckleP+KP2510.4%
Middle Smash6P218.8%
backdash into evade up208.3%
backdash into guardG197.9%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward156.2%
Slant Back Knuckle1P into Rage Kick1PK135.4%
Jab StraightPP into Jab Double StraightPPP93.8%
backdash into Spin Heel Sword4K+G72.9%
backdash62.5%
backdash into Beat KnuckleP+K62.5%
Bil Jee6P+K52.1%
backdash into Low Spin Kick1K+G52.1%
backdash into evade down52.1%
Low Spin Kick1K+G41.7%
Low Spin Kick1K+G into guardG41.7%

51 further openings account for the other 76 rounds.

Jeffry

Career
177–117 · 60.2%
This season
28 matches · 46.4%
Peak rank
29

First hit in 49.5% of 111 rounds. Won 58.2% of the rounds they struck first, 28.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Hell Stab6P+K1210.8%
backdash into evade up1210.8%
backdash into Megaton Knuckle43P+K119.9%
backdash into Double Hammer Down43P98.1%
backdash into Dash Elbow66P65.4%
punchP into Double KnucklePP65.4%
backdash into Rising Hammer43PP43.6%
Ducking Low2K+G32.7%
backdash into Double KnucklePP32.7%
backdash into Kenka Hook46P32.7%
backdash into guardG32.7%
Low Knuckle2P21.8%
backdash into Ducking Low2K+G21.8%
backdash into Toe Kick2K21.8%
crouch dash forward into evade down21.8%

30 further openings account for the other 31 rounds.

Brad

Career
195–88 · 68.9%
This season
16 matches · 62.5%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sway Back4P+K+G1229.3%
Dtee Sawk Dtrohng4P+K921.9%
Ducking6P+K+G into Crush Knee KickK+G614.6%
Sharp Shoot1P37.3%
backdash into Dtee Sawk Lang3P+KP24.9%
Dtee Sawk Dtrohng4P+K into evade down12.4%
Ducking6P+K+G into Neck ClinchP+G12.4%
Ducking6P+K+G into forward movement12.4%
Jolt Upper3P into Jolt Upper~Spin Kick3PK12.4%
Sharp Shoot1P into guardG12.4%
backdash into Jaguar Tail2K+G12.4%
backdash into Sharp Shoot1P12.4%
backdash into throwP+G12.4%
throwP+G into High Spin KickK+G12.4%

Counted from 10 of the 16 matches played. The rest were not pulled for openings.

Goh

Career
48–27 · 64.0%
This season
5 matches · 60.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG315.8%
backdash into Batousatsu3KP210.5%
backdash into Shouda~KasumigoroshiPK210.5%
backdash into evade down210.5%
Shouda~KasumigoroshiPK into Kasumigoroshi~ShikigamiPKP15.3%
Tsukikage6K15.3%
backdash into Karura4P+K15.3%
backdash into Kurogane Kudaki66P15.3%
backdash into Maegeri3K15.3%
backdash into Raikou3P15.3%
backdash into Soukyu46P15.3%
backdash into punchP15.3%
crouch into Denkou3PP15.3%
punchP into kickK15.3%

Akira

Career
13–25 · 34.2%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P428.6%
backdash into guardG321.4%
Rimon Chouchu66P into forward movement214.3%
Rimon Chouchu66P into forward dash17.1%
Youteitou6K17.1%
backdash into Rimon Chouchu66P17.1%
backdash into evade up17.1%
evade down into Rimon Chouchu66P17.1%

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

  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Akira: not tested (too few rounds)