VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

CoffeeCrusher

  • Sarah
  • Brad
  • Wolf
  • Pai
  • Lau
  • Lion
  • El Blaze
Career matches1,262
Career win rate37.2%
Round win rate36.4%
Peak rank23
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1155 #3,531 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

Jacky2347619128540.1%
Sarah2239010029025.6%
Lion21108426638.9%
Pai21107674062.6%
Brad2189296032.6%
Lau2175324342.7%
Wolf17148657.1%
El Blaze1631233.3%

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

529 of 583 rounds counted

6.4 inputs a second (387 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.4382290
Jacky6.0360126
Wolf7.545251
Pai6.740234
Lau6.538918
Lion7.14277
El Blaze7.74633

By opponent's character

Sarah6.840799
Shun7.545074
Akira5.231253
Pai5.030256
Brad6.337848
Vanessa7.242945
Wolf6.941640
Jeffry6.438416
Jacky5.633424
Aoi6.941522
Lion6.036323
Lei Fei7.041820
Goh7.24294
Jean5.43265

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

Sarah24101441.7%+25.7
Shun2191242.9%+20.1
Akira1621412.5%-16.9
Pai161156.2%-18.8
Brad1421214.3%-13.3
Vanessa123925.0%+8.5
Wolf1221016.7%+1.0
Jeffry9090.0%-15.6
Jacky72528.6%-8.0
Aoi61516.7%-26.7
Lion62433.3%-7.0
Lei Fei52340.0%+32.2
Eileen1010.0%-34.2
Goh1010.0%-40.3
Jean1010.0%-9.6

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 Fence2141719.1%-0.8
Low Fence1751229.4%+2.8
Octagon1761135.3%+9.2
Open1741323.5%-2.0
Rectangle1431121.4%-6.1
Full Fence1321115.4%-7.0
Breakable Half Fence111109.1%-6.2
Half Fence111109.1%-13.8
Single Wall63350.0%+29.9
Full Fence and Open31233.3%-6.8

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
Walls8719.5%22.3%-2.8
No walls4030.0%25.4%+4.6

Walls against open: -7.4 points (95% range -25.5 to +10.7), p 0.425 — 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

SugarBear (Rank 35)2026/10/124040.0%
johncha (Rank 21)2026/09/1251420.0%
Cooljerk (Rank 23)2026/09/11102820.0%
sideswipe75x (Rank 24)2026/09/0971614.3%
Gamerbobey (Rank 21)2026/09/0962433.3%
Leon_Kennedy (Rank 24)2026/09/094040.0%
legendaryhero (Rank 31)2026/09/0952340.0%
Tybis (Rank 17)2026/09/09107370.0%
GrandoBrando (Rank 21)2026/09/0862433.3%
ZEROXP7 (Rank 24)2026/09/08113827.3%
Emperor_Painettv (Rank 21)2026/09/082020.0%
chaingrabs (Rank 24)2026/09/0521150.0%
unknown (Rank 22)2026/08/17127558.3%
ayua0416 (Rank 9)2026/06/292020.0%
gH0s7 (Rank 21)2026/06/044040.0%
BeavisAndButt-Head69 (Rank 31)2026/05/282020.0%
ChiefRocka (Rank 30)2026/05/263030.0%
LumpingCaptain (Rank 21)2026/05/2532166.7%
Hellpockets (Rank 30)2026/05/194040.0%
BenHooks (Rank 23)2026/05/1961516.7%
DatDemo (Rank 27)2026/05/1931233.3%
bigsizefrenchfries (Rank 27)2026/05/182020.0%
NOTBatman (Rank 25)2026/03/295050.0%
Strawscourge (Rank 35)2026/03/293030.0%
KARS215 (Rank 28)2026/03/293030.0%

Round openings

Every character

evade up407.0%
guardG264.6%
punchP into Jab Straight142.5%
evade down into guardG132.3%
backward movement101.8%
backdash into Crescent Heel4K+G91.6%
backdash into evade down91.6%
no input91.6%
backward movement into crouch81.4%
backward movement into guardG81.4%
crouch dash back into Crescent Heel4K+G81.4%
crouch into Low Spin Kick81.4%
backdash into evade up71.2%
backward movement into evade down71.2%
crouch into guardG71.2%

252 further openings account for the other 384 rounds.

Counted from 145 of the 151 matches played. The rest were not pulled for openings.

Sarah

Career
100–290 · 25.6%
This season
75 matches · 26.7%
Peak rank
22

First hit in 53.8% of 290 rounds. Won 44.2% of the rounds they struck first, 31.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up237.9%
guardG155.2%
backdash into Crescent Heel4K+G93.1%
evade down into guardG93.1%
backward movement82.8%
crouch dash back into Crescent Heel4K+G82.8%
backdash into evade down72.4%
backward movement into evade down62.1%
backward movement into guardG62.1%
backdash into backward movement51.7%
backward movement into crouch51.7%
punchP51.7%
Quick Knee6K into Quick Knee and Toe Kick6KK41.4%
Rising Elbow6P into Double Joint Butt6PK41.4%
crouch dash back into Dragon Smash Cannon1K41.4%

112 further openings account for the other 172 rounds.

Jacky

Career
191–285 · 40.1%
This season
31 matches · 19.4%
Peak rank
23

First hit in 38.8% of 103 rounds. Won 55.0% of the rounds they struck first, 23.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab StraightPP87.7%
guardG65.8%
crouch into Low Spin Kick1K+G54.8%
no input54.8%
crouch dash back43.9%
Beat KnuckleP+K32.9%
Dragon Combination 11P+K into Dragon Combination: Another 11P+KK32.9%
backdash into Spinning Arm Kick4PK32.9%
crouch dash back into Side Hook Turn44P32.9%
Middle Kick~Jab3KP into Spin Kick Combination3KPK21.9%
backdash into Beat KnuckleP+K21.9%
backward movement21.9%
backward movement into crouch21.9%
crouch21.9%
crouch dash back into Long Stride Back Knuckle4P+K21.9%

49 further openings account for the other 52 rounds.

Counted from 25 of the 31 matches played. The rest were not pulled for openings.

Brad

Career
29–60 · 32.6%
This season
14 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Hook6P47.0%
evade down into guardG35.3%
guardG35.3%
Elbow Hook6P into evade down23.5%
backdash into throw escape23.5%
crouch dash back into Sharp Shoot1P23.5%
crouch into Jolt Upper~Spin Kick3PK23.5%
evade up23.5%
throw escape23.5%
Destruction Body3P+K into Dtee Sawk Lang3P+KP11.8%
Double Knee Solo9K into kickK11.8%
Elbow Hook6P into Jab StraightPP11.8%
Jolt Upper3P11.8%
Middle Kick3K11.8%
Rapid Double JabP+K11.8%

29 further openings account for the other 29 rounds.

Wolf

Career
8–6 · 57.1%
This season
13 matches · 69.2%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Hammer2P59.8%
Body Blow6P into Dragonfish Blow6PP47.8%
crouch into Low Smash2K35.9%
evade up35.9%
crouch into down-back kick1K23.9%
evade up into backward movement23.9%
evade up into forward dash23.9%
punchP into Jab StraightPP23.9%
Body Blow6P12.0%
Body Blow6P into backward movement12.0%
Jab StraightPP into One Two UpperPPP12.0%
Low Hammer2P into backward movement12.0%
R.A.W. AvengerP+K+G12.0%
Tomahawk Chop9P12.0%
backdash into Dragonfish Blow6PP12.0%

21 further openings account for the other 21 rounds.

Pai

Career
67–40 · 62.6%
This season
10 matches · 10.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senkyaku Chushou3KP into Renkan Soukashou3KPP25.4%
backdash into evade up25.4%
evade up25.4%
kickK25.4%
punchP into RenkentaiPK25.4%
punchP into RenshouPP25.4%
Ensei Haikyaku4K into crouch12.7%
Henshin Engeki44P into evade up12.7%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK12.7%
Ryoushou6P+K into evade up12.7%
Souanshou3P+K12.7%
backdash12.7%
backdash into Ensei Haikyaku4K12.7%
backdash into Honrakukyaku46K+G12.7%
backdash into Tenshin Oushoushou46P+K12.7%

16 further openings account for the other 16 rounds.

Lau

Career
32–43 · 42.7%
This season
5 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up422.2%
forward movement into evade down211.1%
Chugeki6P into Hou'ou Soushou6PP15.6%
RenshouPP into Renshou Senputai3PPK15.6%
backdash into crouch15.6%
backward movement into guardG15.6%
crouch dash back into Gako Choushitsu6K15.6%
crouch into guardG15.6%
evade down into guardG15.6%
evade up into Hou'ou Soushou6PP15.6%
evade up into Senkyaku Chushou3KP15.6%
guardG15.6%
guardG into Kosoushou46P15.6%
guardG into punchP15.6%

Lion

Career
42–66 · 38.9%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up457.1%
backdash into Touku Rigou Bantaitetsu46K+G114.3%
backward movement into Fujin Sougan1K+GP114.3%
punchP into Souji SenpuP+K114.3%

El Blaze

Career
1–2 · 33.3%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hook2KP133.3%
backdash into evade up133.3%
crouch dash back into Hook2KP133.3%

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

  • Sarah: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)