VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

E_E_Encarnacion

  • El Blaze
  • Jeffry
  • Kage
  • Wolf
  • Jean
Career matches1,760
Career win rate68.3%
Round win rate48.9%
Peak rank35
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1668 Not ranked yet: the list needs 50 matches. See 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

Jacky3337022814261.6%
El Blaze3536626210471.6%
Kage3435224410869.3%
Jeffry322271547367.8%
Jean30157976061.8%
Wolf30134944070.2%
Goh—99762376.8%
Taka—5547885.5%

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

94 of 184 rounds counted

7.9 inputs a second (475 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze8.04815
Jacky8.752328
Jeffry7.545126
Kage7.84688
Wolf7.344024
Jean8.24933

By opponent's character

Akira8.953416
Jeffry7.645411
El Blaze7.947431
Jacky7.041911
Sarah7.74614
Wolf8.04815
Jean7.94754
Lion7.24314
Shun8.24933
Vanessa8.14885

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

Akira114736.4%-10.2
Jeffry84450.0%+8.8
El Blaze74357.1%+8.2
Goh41325.0%-31.1
Jacky43175.0%+29.6
Sarah42250.0%+5.2
Wolf32166.7%-9.1
Jean1010.0%-66.2
Lion110100.0%+59.5
Shun110100.0%+49.6
Vanessa1010.0%-52.6

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

Open104640.0%-16.5
Breakable Half Fence74357.1%+12.7
Full Fence73442.9%-8.6
Rectangle64266.7%+22.4
Octagon52340.0%-15.2
Half Fence43175.0%+30.7
Breakable Full Fence2020.0%-44.9
Single Wall110100.0%+59.5

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
Walls3151.6%48.4%+3.2
No walls1145.5%51.9%-6.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

gans.sk602 (Rank 32)2026/07/1732166.7%
猫鼻 (Rank 31)2026/07/17220100.0%
ルビーロマン葵 (Rank 30)2026/06/28110100.0%
楓 (Rank 33)2026/06/2841325.0%
ぬっき~@赫眼☆赫子 (Rank 34)2026/06/1521150.0%
コラーゲン (Rank 30)2026/06/151010.0%
gairoku88 (Rank 30)2026/05/28110100.0%
yamaneko (Rank 34)2026/05/28110100.0%
司馬 威太郎 (Rank 34)2026/05/281010.0%
LEO (Rank 32)2026/05/2453260.0%
junkman (Rank 37)2026/05/221010.0%
MikuMartineau (Rank 31)2026/05/221010.0%
保育園中退 (Rank 37)2026/05/1373442.9%
お~ちゃん (Rank 34)2026/05/0632166.7%
M&E (Rank 22)2026/04/22220100.0%
nanami.madogiwa (Rank 30)2026/04/2231233.3%
rikojjang (Rank 40)2026/04/222020.0%
Laphroaig10 (Rank 36)2026/04/221010.0%
撫でシコJAPAN (Rank 36)2026/04/2031233.3%
hahaha (Rank 27)2026/04/09110100.0%

Round openings

Every character

forward movement into punchP168.7%
Spin Heel Sword4K+G into forward movement63.3%
backdash into Double Hammer Down43P63.3%
backdash into Hagakure-ryu In Raijingeki46P+K63.3%
Long Stride Back Knuckle4P+K52.7%
Low Hammer2P52.7%
Low Knuckle2P52.7%
Middle Hell Stab6P+K52.7%
Shadow Strike6P52.7%
Demon Dance9P+K into Demon's Tail9P+KK42.2%
Senpujin2P+K42.2%
Slant Back Knuckle1P42.2%
backdash into High-Speed Jab46P42.2%
backdash into Senpujin2P+K42.2%
backdash into evade up42.2%

63 further openings account for the other 101 rounds.

Jacky

Career
228–142 · 61.6%
This season
10 matches · 50.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Spin Heel Sword4K+G into forward movement614.3%
forward movement into punchP614.3%
Long Stride Back Knuckle4P+K511.9%
Slant Back Knuckle1P49.5%
Middle Smash6P24.8%
Squat Straight2P24.8%
backdash into Beat KnuckleP+K24.8%
backdash into Bil Jee6P+K24.8%
backdash into Spin Heel Sword4K+G24.8%
forward movement into Punch High KickPK24.8%
Long Stride Back Knuckle4P+K into Beat KnuckleP+K12.4%
Slant Back Knuckle1P into kickK12.4%
backdash into Beat & Back KnuckleP+KP12.4%
backdash into Beat Spin KickP+KK12.4%
backdash into High Angle Upper Kick6K12.4%

4 further openings account for the other 4 rounds.

El Blaze

Career
262–104 · 71.6%
This season
10 matches · 50.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shadow Strike6P512.5%
Demon Dance9P+K into Demon's Tail9P+KK410.0%
backdash into High-Speed Jab46P410.0%
forward movement into punchP410.0%
Sit Jab2P37.5%
backdash into Darkness Sword43K+G37.5%
backdash into Head Smash Kick46K37.5%
backdash into Volcano Upper4P+K37.5%
backdash into punchP25.0%
Shadow Strike6P into kickK12.5%
Volcano Upper4P+K12.5%
backdash into Fake Roll41236P12.5%
backdash into Shadow Lance66K12.5%
backdash into Shouda46PP12.5%
backdash into forward dash12.5%

3 further openings account for the other 3 rounds.

Jeffry

Career
154–73 · 67.8%
This season
9 matches · 55.6%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P616.2%
Low Knuckle2P513.5%
Middle Hell Stab6P+K513.5%
backward movement into Toe Kick2K410.8%
Hammer Slide1P38.1%
forward movement into punchP25.4%
Overblow Shoulder66P+K12.7%
backdash into Full Swing Upper33P12.7%
backdash into Head Attack46P+K12.7%
backdash into Kenka Hook46P12.7%
backdash into Scoop Kick4K+G12.7%
backdash into Smash Upper3P12.7%
backdash into evade up12.7%
backdash into throw escape12.7%
backward movement into guardG12.7%

3 further openings account for the other 3 rounds.

Kage

Career
244–108 · 69.3%
This season
8 matches · 12.5%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hagakure-ryu In Raijingeki46P+K618.2%
Senpujin2P+K412.1%
backdash into Senpujin2P+K412.1%
Rasen4P39.1%
Jizuridan2P26.1%
backdash into Rasen Fujin3KP26.1%
Hiji'uchi6P13.0%
Jizuridan2P into Fusenjin3P13.0%
Rasen4P into kickK13.0%
backdash into Hiji'uchi6P13.0%
backdash into Ogami IssenKP13.0%
backdash into backward movement13.0%
backdash into evade down13.0%
backdash into evade up13.0%
backward movement into Senpujin2P+K13.0%

3 further openings account for the other 3 rounds.

Wolf

Career
94–40 · 70.2%
This season
7 matches · 71.4%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Hammer2P517.2%
crouch into Low Hammer2P413.8%
backdash into Body Blow6P310.3%
forward movement into punchP310.3%
backdash into Elbow Butt4P26.9%
backdash into Mow Down Chop1P+K26.9%
backdash into evade down26.9%
forward movement into Jab StraightPP26.9%
Low Hammer2P into evade down13.5%
Screw Hook63214P13.5%
backdash into Gasp Kneel Palm Bomb6P+K13.5%
backdash into evade up13.5%
evade down into forward dash13.5%
forward movement into One Two UpperPPP13.5%

Jean

Career
97–60 · 61.8%
This season
1 matches · 100.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitanagi Shutou1P133.3%
backdash into Doumawashi Kaitengeri46K+G133.3%
crouch into Shitamaeken2P133.3%

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

  • Jacky: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jean: not tested (too few rounds)