VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

frib

  • Jeffry
Career matches203
Career win rate41.4%
Round win rate45.6%
Peak rank21
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1023 #3,656 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

Jacky212008211841.0%
Jeffry732166.7%

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

489 of 489 rounds counted

12.2 inputs a second (734 a minute) this season. Faster than 100% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky12.2734473
Jeffry12.373616

By opponent's character

Jacky12.172691
Pai12.876863
Shun13.178670
Jean8.551134
Sarah11.770141
Akira12.474335
El Blaze11.367835
Lei Fei12.273124
Jeffry13.580817
Brad13.279115
Lion11.669514
Taka12.675316
Aoi13.38018
Goh13.98366
Kage11.46857
Wolf13.58088
Eileen13.27905

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

Jacky25131252.0%-0.2
Pai1861233.3%+0.1
Shun1731417.6%-20.3
Jean1110190.9%+50.0
Sarah113827.3%-7.9
Akira104640.0%-7.4
El Blaze108280.0%+27.3
Lei Fei73442.9%+4.9
Jeffry51420.0%+3.1
Brad4040.0%-46.3
Lion4040.0%-37.8
Taka41325.0%-20.6
Aoi220100.0%+67.0
Goh2020.0%-3.1
Kage220100.0%+31.6
Wolf2020.0%-40.2
Eileen1010.0%-55.2

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 Fence2011955.0%+7.3
Full Fence1841422.2%-12.4
Half Fence1641225.0%-17.3
Octagon1612475.0%+24.8
Breakable Half Fence1421214.3%-22.0
Open148657.1%+20.1
Rectangle145935.7%+0.1
Low Fence115645.5%+0.1
Single Wall5050.0%-34.7
Full Fence and Open31233.3%-6.7

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
Walls9838.8%41.2%-2.4
No walls3043.3%40.5%+2.9

Walls against open: -5.3 points (95% range -32.4 to +21.8), p 0.701 — 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

Studmuffin255 (Rank 16)10100100.0%
DaBootyConducta (Rank 22)71614.3%
Hypergrav (Rank 22)71614.3%
TriggaReid (Rank 4)71614.3%
Tybis (Rank 14)6060.0%
SpaceSong (Rank 22)51420.0%
TheChronomad (Rank 21)51420.0%
Cloel1689 (Rank 21)41325.0%
DaComebackKid75 (Rank 21)4040.0%
Hiyyuk (Rank 11)440100.0%
LeakDoggyDog (Rank 21)4040.0%
THEWEIAND (Rank 29)4040.0%
W1zZyPL (Rank 21)440100.0%
lilCRob (Rank 19)41325.0%
Alexdinh0 (Rank 14)32166.7%
Eodjjsw1ft (Rank 19)31233.3%
GunShocka (Rank 23)31233.3%
WinterNine60 (Rank 11)31233.3%
bumblesam2015 (Rank 16)330100.0%
LilLag808 (Rank 28)2020.0%
Sixdagoat24 (Rank 1)220100.0%
beaverbait (Rank 19)2020.0%
chapeiro_do_skys (Rank 33)2020.0%
possesedmercenary (Rank 20)2020.0%
toothy-limb74 (Rank 23)2020.0%

Most played opponents, most recent first

toothy-limb74 (Rank 23)2026/10/022020.0%
possesedmercenary (Rank 20)2026/10/022020.0%
Hypergrav (Rank 22)2026/10/0271614.3%
DaComebackKid75 (Rank 21)2026/09/304040.0%
THEWEIAND (Rank 29)2026/09/304040.0%
DaBootyConducta (Rank 22)2026/09/3071614.3%
LilLag808 (Rank 28)2026/09/292020.0%
Alexdinh0 (Rank 14)2026/09/2932166.7%
TheChronomad (Rank 21)2026/09/2851420.0%
Eodjjsw1ft (Rank 19)2026/09/2831233.3%
SpaceSong (Rank 22)2026/09/2851420.0%
W1zZyPL (Rank 21)2026/09/28440100.0%
Cloel1689 (Rank 21)2026/09/2841325.0%
bumblesam2015 (Rank 16)2026/09/28330100.0%
lilCRob (Rank 19)2026/09/2741325.0%
Studmuffin255 (Rank 16)2026/09/2710100100.0%
beaverbait (Rank 19)2026/09/272020.0%
Hiyyuk (Rank 11)2026/09/24440100.0%
Sixdagoat24 (Rank 1)2026/09/24220100.0%
WinterNine60 (Rank 11)2026/09/2331233.3%
GunShocka (Rank 23)2026/09/2331233.3%
chapeiro_do_skys (Rank 33)2026/09/092020.0%
Tybis (Rank 14)2026/09/066060.0%
LeakDoggyDog (Rank 21)2026/09/024040.0%
TriggaReid (Rank 4)2026/08/3071614.3%

Round openings

Every character

Middle Smash6P into Middle Smash Back Knuckle6PP9720.4%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP6213.0%
Middle Smash6P into crouch428.8%
Jab StraightPP into Jab Double StraightPPP367.6%
punchP into Jab StraightPP204.2%
backdash into evade down153.1%
forward dash122.5%
punchP into crouch122.5%
Elbow Butt6P into Elbow Hammer6PP102.1%
guardG71.5%
Middle Smash6P into Middle Smash Sword6PK61.3%
forward movement into Jab Double StraightPPP61.3%
Middle Smash6P into throwP+G51.1%
crouch into Squat Straight2P51.1%
forward dash into Rib CrushPP6PPP51.1%

86 further openings account for the other 136 rounds.

Counted from 131 of the 135 matches played. The rest were not pulled for openings.

Jacky

Career
82–118 · 41.0%
This season
131 matches · 41.2%
Peak rank
21

First hit in 58.2% of 459 rounds. Won 47.2% of the rounds they struck first, 40.1% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 83.7% of rounds, against 55.1% after anything else.
  • After the opponent opened the round before by attacking: attacks straight away in 83.7% of rounds, against 70.8% after anything else.

How is this tested?

Middle Smash6P into Middle Smash Back Knuckle6PP9721.1%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP6213.5%
Middle Smash6P into crouch429.1%
Jab StraightPP into Jab Double StraightPPP367.8%
punchP into Jab StraightPP204.3%
backdash into evade down153.3%
forward dash122.6%
punchP into crouch122.6%
guardG71.5%
Middle Smash6P into Middle Smash Sword6PK61.3%
forward movement into Jab Double StraightPPP61.3%
Middle Smash6P into throwP+G51.1%
crouch into Squat Straight2P51.1%
forward dash into Rib CrushPP6PPP51.1%
no input51.1%

82 further openings account for the other 125 rounds.

Counted from 127 of the 131 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
Jacky10–8 · 56%1–4 · 20%too few to test

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

4 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?

Jeffry

Career
2–1 · 66.7%
This season
4 matches · 50.0%
Peak rank
7

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P into Elbow Hammer6PP1062.5%
Double KnucklePP into Double Knuckle~UpperPPP318.8%
punchP into Double KnucklePP212.5%
forward movement into Double Knuckle~UpperPPP16.2%

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 (15 here; about 0.8 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: 2 of 15 tests hold up
  • Jeffry: not tested (too few rounds)