VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Umemon2026

  • Sarah
  • Pai
Career matches6,731
Career win rate50.5%
Round win rate49.4%
Peak rank38
Distinct opponents585
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1738 #634 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

Jacky386,6043,3123,29250.1%
Sarah2967501774.6%
Pai2860392165.0%

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

8,729 of 11,397 rounds counted

11.1 inputs a second (663 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky11.16658,482
Sarah10.0598171
Pai10.160876

By opponent's character

Jacky11.4682807
Akira11.4682911
Kage11.0660773
Brad11.0658674
Pai10.9653563
Lion11.2674523
Jeffry11.1665423
Lau11.0658405
Shun11.3676504
Wolf11.2674404
Jean10.8650445
Goh11.1668361
El Blaze10.7642322
Lei Fei11.0661296
Sarah10.8648260
Aoi10.9652352
Vanessa10.6636221
Taka10.8647230
Eileen10.5632151
Dural10.9651104

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

Jacky26311614744.1%-4.0
Akira25511913646.7%-2.8
Kage23812011850.4%+3.0
Brad2099111843.5%-2.4
Pai179908950.3%+1.5
Lion163778647.2%+0.0
Jeffry160768447.5%-4.2
Lau160768447.5%+1.2
Shun160758546.9%-0.9
Wolf146856158.2%+4.8
Jean137736453.3%+2.4
Goh116694759.5%+8.9
El Blaze102435942.2%-7.8
Lei Fei101544753.5%+1.0
Sarah99594059.6%+14.4
Aoi95435245.3%-4.3
Vanessa77374048.0%-2.4
Taka59223737.3%-8.8
Eileen50302060.0%+7.9
Dural34161847.1%-6.9

0 of 20 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 20 questions at once; about 1.0 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 Full Fence30014615448.7%-0.7
Single Wall30015114950.3%+0.9
Full Fence29814615249.0%+0.5
Breakable Half Fence29214414849.3%+1.0
Open29114015148.1%-0.5
Rectangle26511914644.9%-2.1
Octagon25912513448.3%-0.4
Low Fence25812912950.0%+1.4
Half Fence24913211753.0%+1.4
Full Fence and Open145687746.9%-1.8

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
Walls1,66348.8%48.9%-0.0
No walls84949.5%49.0%+0.5

Walls against open: -0.5 points (95% range -4.9 to +3.8), p 0.813 — 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

かえる (Rank 39)2026/10/1824111345.8%
ダイゴロー/Daigoro (Rank 38)2026/10/181911857.9%
俺様バーンズ (Rank 37)2026/10/152014670.0%
ねこむーと (Rank 39)2026/10/1422121054.5%
joechou222 (Rank 36)2026/10/141914573.7%
しょべるん (Rank 38)2026/10/112561924.0%
妹に運転を教える (Rank 38)2026/10/1122111150.0%
寿司眼鉄 (Rank 39)2026/10/1020101050.0%
ふぇに (Rank 35)2026/10/092115671.4%
주진우,내시같이생긴게... (Rank 39)2026/10/0724111345.8%
Nkun2026 (Rank 37)2026/10/061851327.8%
uecho (Rank 31)2026/10/041812666.7%
らうらう (Rank 36)2026/10/0426151157.7%
anzenpai (Rank 35)2026/10/0425151060.0%
DJG10159 (Rank 35)2026/09/301871138.9%
ぁ     やごろ (Rank 35)2026/09/282381534.8%
hurikake1999 (Rank 36)2026/09/2732201262.5%
nidaimebannai (Rank 33)2026/09/2726111542.3%
あをゐ (Rank 35)2026/09/261912763.2%
elpopo_3378 (Rank 36)2026/09/0622121054.5%
papermoon_7 (Rank 39)2026/08/301971236.8%
ドナドナ7 (Rank 39)2026/08/30169756.2%
drumsk (Rank 38)2026/08/181661037.5%
spimer-man (Rank 39)2026/07/311771041.2%
るりじゃいき (Rank 34)2026/06/151713476.5%

Round openings

Every character

forward movement into punchP9859.6%
Middle Smash6P6336.2%
backdash into evade up6326.2%
backdash into evade down5295.2%
backdash into punchP5095.0%
crouch dash forward into evade down4994.8%
backdash into Squat Straight3002.9%
backdash into backward movement2912.8%
crouch dash forward into guardG2532.5%
evade down into forward dash2312.2%
crouch dash forward into Squat Straight2P2062.0%
backdash into Middle Smash6P1781.7%
crouch dash forward into punchP1651.6%
evade up into forward dash1281.2%
forward movement into Jab Double StraightPPP1281.2%

383 further openings account for the other 4,612 rounds.

Counted from 2,525 of the 2,803 matches played. The rest were not pulled for openings.

Jacky

Career
3,312–3,292 · 50.1%
This season
2,741 matches · 48.3%
Peak rank
38

First hit in 54.4% of 9,945 rounds. Won 50.3% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 5.8% of rounds, against 2.5% in their other rounds.
  • Against Brad: moves in first in 39.5% of rounds, against 26.5% against everyone else.
  • On Full Fence stages: moves in first in 31.2% of rounds, against 27.1% on the other stages.
  • After opening the round before by attacking: backs off first in 47.5% of rounds, against 38.7% after anything else.
  • After the opponent opened the round before by backing off: evades first in 15.9% of rounds, against 10.3% after anything else.
  • After winning a round: backs off first in 43.0% of rounds, against 37.2% after losing one.
  • When behind: attacks straight away in 17.8% of rounds, against 14.9% when ahead or level.
  • In round 4 or later: opens with “6P Middle Smash” in 8.1% of rounds, against 5.7% in their other rounds.
  • Against Akira: opens with “6P Middle Smash” in 12.6% of rounds, against 5.8% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 12.1% of rounds, against 5.8% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 11.7% of rounds, against 6.8% after winning one.
  • When behind: opens with “forward movement into P punch” in 11.3% of rounds, against 7.4% when ahead or level.

How is this tested?

forward movement into punchP9799.8%
Middle Smash6P6336.3%
backdash into evade up6176.2%
backdash into evade down5075.0%
backdash into punchP4964.9%
crouch dash forward into evade down4834.8%
backdash into Squat Straight2P2993.0%
backdash into backward movement2872.9%
crouch dash forward into guardG2462.5%
evade down into forward dash2232.2%
crouch dash forward into Squat Straight2P2062.0%
backdash into Middle Smash6P1781.8%
crouch dash forward into punchP1601.6%
forward movement into Jab Double StraightPPP1281.3%
evade up into forward dash1251.2%

330 further openings account for the other 4,465 rounds.

Counted from 2,463 of the 2,741 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
Jacky63–78 · 45%31–35 · 47%+1.7
Kage54–57 · 49%42–29 · 59%-10.8
Akira62–62 · 50%23–32 · 42%+6.7
Brad46–69 · 40%26–33 · 44%-5.9
Pai45–49 · 48%32–23 · 58%-5.6
Shun42–44 · 49%15–29 · 34%+10.7
Jeffry39–42 · 48%18–31 · 37%+14.5
Lion43–47 · 48%14–18 · 44%+4.3
Lau41–36 · 53%19–25 · 43%+6.9
Wolf42–35 · 55%21–15 · 58%+1.4
Jean40–31 · 56%16–16 · 50%+1.7
Goh37–26 · 59%18–16 · 53%+9.3
Lei Fei28–29 · 49%21–13 · 62%-16.7
El Blaze19–28 · 40%15–21 · 42%-1.1
Sarah29–25 · 54%16–10 · 62%too few to test
Aoi22–23 · 49%11–17 · 39%too few to test
Vanessa26–30 · 46%3–9 · 25%too few to test
Eileen19–18 · 51%8–2 · 80%too few to test
Taka6–12 · 33%11–15 · 42%too few to test
Dural8–12 · 40%6–5 · 55%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.

278 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?

Sarah

Career
50–17 · 74.6%
This season
43 matches · 76.7%
Peak rank
29

First hit in 60.8% of 171 rounds. Won 64.4% of the rounds they struck first, 61.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down158.8%
backdash into Rising Elbow6P148.2%
backdash into evade down127.0%
backdash into punchP84.7%
backdash into evade up74.1%
crouch dash forward into guardG63.5%
evade down into forward dash63.5%
backdash into Stiletto66K52.9%
forward movement into punchP52.9%
Rising Elbow6P42.3%
backdash into Punch High KickPK42.3%
backdash into throw escape42.3%
punchP into evade down42.3%
backdash into Elbow Side Chop6PP31.8%
backdash into Long Snap Side Chop3P+K31.8%

50 further openings account for the other 71 rounds.

Pai

Career
39–21 · 65.0%
This season
19 matches · 73.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1013.2%
backdash into evade up810.5%
backdash into punchP56.6%
Kochoukyaku4K+G34.0%
backdash into Senchutai3K34.0%
Ensei KatanhekiP+K into backdash22.6%
backdash into Ensei Toukyaku46K22.6%
backdash into Senchuken6P22.6%
backdash into Souanshou3P+K22.6%
crouch dash forward into punchP22.6%
evade down into Enshi Soushou66P22.6%
evade down into forward dash22.6%
punchP into crouch dash forward22.6%
Ensei Haijinkyaku7K+G11.3%
Kochoukyaku4K+G into kickK11.3%

29 further openings account for the other 29 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 (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: 12 of 18 tests hold up
  • Sarah: not tested (too few rounds)
  • Pai: not tested (too few rounds)