VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

BloodyRoseVF

  • Sarah
Career matches1,892
Career win rate73.4%
Round win rate56.9%
Peak rank39
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1780 #445 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

Jacky371,09877032870.1%
Sarah3979461917578.0%

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

989 of 1,281 rounds counted

5.5 inputs a second (328 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.5331476
Sarah5.4324513

By opponent's character

Lei Fei5.3321161
Jean5.3318105
Akira5.8349110
Sarah5.432671
Goh5.432288
Jeffry5.532884
Lion5.533262
Dural5.532720
Pai5.533337
Lau5.030342
Taka5.734157
Wolf5.533153
Vanessa5.734019
El Blaze5.432631
Kage5.331919
Aoi5.63374
Shun5.432412
Brad5.93556
Jacky5.73408

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

Lei Fei44251956.8%+2.4
Jean34161847.1%-15.4
Akira31191261.3%+6.6
Sarah2521484.0%+8.9
Goh22121054.5%-6.5
Jeffry2115671.4%+8.9
Lion2191242.9%-13.7
Dural2012860.0%+12.6
Pai1916384.2%-2.3
Lau1761135.3%-16.1
Taka148657.1%+6.6
Wolf1410471.4%+4.9
Vanessa108280.0%+14.2
El Blaze84450.0%+14.7
Eileen73442.9%-16.7
Kage76185.7%+6.9
Aoi51420.0%-23.1
Shun54180.0%+4.8
Brad440100.0%+13.8
Jacky21150.0%-13.1

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

Octagon41241758.5%+4.7
Rectangle38261268.4%+3.0
Single Wall36152141.7%-17.1
Breakable Full Fence35251071.4%+4.5
Half Fence34191555.9%-9.6
Breakable Half Fence32141843.8%-13.2
Open3022873.3%+5.1
Full Fence2921872.4%+10.5
Low Fence27151255.6%-0.2
Full Fence and Open1812666.7%+12.7

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20961.7%61.6%+0.1
No walls9355.9%60.4%-4.4

Walls against open: +4.5 points (95% range -8.1 to +17.1), p 0.481 — 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

Lifeisaneyrie (Rank 33)2026/10/16147750.0%
Lightwing (Rank 42)2026/10/1652340.0%
eisenbuegelhammer (Rank 36)2026/10/151991047.4%
SDrakeo (Rank 33)2026/10/14109190.0%
EXAチーフ・グーティ (Rank 35)2026/10/1492722.2%
Citywolf (Rank 33)2026/10/1397277.8%
CoolerTails (Rank 37)2026/10/132015575.0%
RustyTachikoma[EU] (Rank 25)2026/10/11108280.0%
10年遅いんだよ! (Rank 38)2026/10/10112918.2%
PiggyBetter (Rank 12)2026/10/10660100.0%
Dadino03italy (Rank 35)2026/10/0683537.5%
brogasaurusrex (Rank 34)2026/10/05770100.0%
Espiro (Rank 36)2026/09/122061430.0%
Psilo (Rank 22)2026/08/28550100.0%
b4i4radoslav|xliiv (Rank 40)2026/08/2263350.0%
Lorcan (Rank 30)2026/08/051412285.7%
JULIAROBERTS (Rank 33)2026/08/0584450.0%
Akumasama (Rank 34)2026/08/052012860.0%
THR (Rank 34)2026/08/05148657.1%
LordBaconTheBoss (Rank 30)2026/07/2652340.0%
Kingheim (Rank 39)2026/06/0552340.0%
12yocontrollerplayer(NOSOUND (Rank 12)2026/05/12880100.0%
Taro_Pietro (Rank 32)2026/05/1054180.0%
Boxkatt (Rank 32)2026/04/2361516.7%
PitiPoingHibiki (Rank 28)2026/03/3053260.0%

Round openings

Every character

Dash Hammer Kick66K778.8%
backdash into evade up708.0%
evade down into guardG627.1%
guardG394.5%
guardG into evade down384.3%
Hide Side Kick (Deflect)P+K354.0%
Sharpsword44K323.7%
Sharpsword44K into Sharpsword Combo44KK202.3%
crouch dash forward into evade down202.3%
evade down into crouch dash forward192.2%
crouch dash forward into guardG141.6%
evade down into Jackknife Kick3K141.6%
kickK131.5%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward111.3%
Spinning Back Knuckle4P into Double Back Knuckle4PP111.3%

179 further openings account for the other 400 rounds.

Counted from 224 of the 330 matches played. The rest were not pulled for openings.

Jacky

Career
770–328 · 70.1%
This season
173 matches · 57.2%
Peak rank
37

First hit in 45.3% of 446 rounds. Won 55.5% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 32.5% of rounds, against 14.9% in their other rounds.
  • After opening the round before by waiting: waits first in 33.9% of rounds, against 15.7% after anything else.
  • In round 1: opens with “evade down into G guard” in 16.2% of rounds, against 3.6% in their other rounds.
  • After losing a round: opens with “66K Dash Hammer Kick” in 35.9% of rounds, against 9.1% after winning one.
  • When behind: opens with “66K Dash Hammer Kick” in 33.9% of rounds, against 14.4% when ahead or level.

How is this tested?

Dash Hammer Kick66K7717.0%
backdash into evade up357.7%
evade down into guardG316.8%
guardG265.7%
guardG into evade down184.0%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward112.4%
Spinning Back Knuckle4P into Double Back Knuckle4PP112.4%
crouch dash forward into evade down112.4%
guardG into Squat Straight2P102.2%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K92.0%
backward movement into Groin Kick6K+G81.8%
Slide Shuffle (Deflect)4P+K+G into Beat & Back KnuckleP+KP71.6%
evade down into Squat Straight2P71.6%
evade down into crouch dash forward71.6%
Low Spin Kick1K+G61.3%

94 further openings account for the other 179 rounds.

Counted from 117 of the 173 matches played. The rest were not pulled for openings.

Sarah

Career
619–175 · 78.0%
This season
157 matches · 64.3%
Peak rank
39

First hit in 50.4% of 421 rounds. Won 62.7% of the rounds they struck first, 54.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 43.9% of rounds, against 21.3% in their other rounds.
  • After losing a round: moves in first in 23.2% of rounds, against 8.5% after winning one.
  • When behind: moves in first in 29.4% of rounds, against 9.1% when ahead or level.
  • In round 1: opens with “evade down into G guard” in 14.0% of rounds, against 5.1% in their other rounds.

How is this tested?

Hide Side Kick (Deflect)P+K358.3%
backdash into evade up358.3%
Sharpsword44K327.6%
evade down into guardG317.3%
Sharpsword44K into Sharpsword Combo44KK204.7%
guardG into evade down204.7%
evade down into Jackknife Kick3K143.3%
guardG133.1%
evade down into crouch dash forward122.8%
crouch dash forward into guardG112.6%
evade down into Rising Elbow6P112.6%
crouch dash forward into evade down92.1%
crouch dash forward into Round Kick8K+G81.9%
kickK81.9%
Back Knuckle Turn44P71.7%

95 further openings account for the other 156 rounds.

Counted from 107 of the 157 matches played. The rest were not pulled for openings.

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 (29 here; about 1.5 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: 5 of 15 tests hold up
  • Sarah: 4 of 14 tests hold up