VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

larks.kato

  • Akira
Career matches516
Career win rate51.7%
Round win rate50.7%
Peak rank27
Distinct opponents143
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1303 #3,107 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

Jacky2749626423253.2%
Akira212031715.0%

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

706 of 803 rounds counted

6.3 inputs a second (381 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.4384667
Akira5.633639

By opponent's character

Akira6.3376125
Jacky6.639758
Aoi6.036067
Shun6.639751
Wolf6.438457
Goh6.539247
Lau6.438637
Vanessa6.538837
Lion6.237250
Sarah6.337841
Jean6.036329
Lei Fei6.941420
Jeffry6.237225
El Blaze6.236912
Pai6.840820
Kage5.935514
Brad6.63978
Eileen5.43225
Taka6.33793

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

Akira34181652.9%+4.5
Jacky1911857.9%+5.5
Aoi1881044.4%-9.8
Shun1612475.0%+14.9
Wolf1641225.0%-24.2
Goh1551033.3%-16.5
Lau149564.3%+11.5
Vanessa136746.1%+2.1
Lion129375.0%+19.7
Sarah116554.5%+0.7
Jean94544.4%-6.8
Lei Fei74357.1%+1.9
Jeffry62433.3%-14.1
El Blaze54180.0%+41.2
Pai51420.0%-28.9
Kage32166.7%+23.1
Brad2020.0%-35.9
Eileen1010.0%-58.3
Taka110100.0%+27.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Full Fence29141548.3%-0.9
Breakable Half Fence24121250.0%-1.0
Single Wall24141058.3%+8.5
Rectangle23131056.5%+3.3
Low Fence2291340.9%-10.5
Octagon22101245.5%-8.7
Breakable Full Fence1613381.2%+25.7
Open1541126.7%-23.8
Half Fence115645.5%-4.2
Full Fence and Open104640.0%+1.2

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
Walls12553.6%52.1%+1.5
No walls6144.3%50.1%-5.9

Walls against open: +7.4 points (95% range -7.5 to +22.2), p 0.332 — 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

sundowner35-405 (Rank 24)2026/08/272020.0%
Mon3tr (Rank 24)2026/07/30220100.0%
juste (Rank 28)2026/07/292020.0%
G.S (Rank 22)2026/07/2854180.0%
dalmax72 (Rank 26)2026/07/25440100.0%
SakuRa (Rank 23)2026/07/25220100.0%
つのさん (Rank 21)2026/07/23770100.0%
consama1968 (Rank 22)2026/07/1743175.0%
gotogotoakira (Rank 24)2026/07/172020.0%
9779797 (Rank 25)2026/07/112020.0%
CELIS (Rank 27)2026/07/082020.0%
いぬてぃー (Rank 21)2026/07/08220100.0%
ASSERT(m_pThink); (Rank 22)2026/07/08330100.0%
SOLA (Rank 21)2026/07/0443175.0%
りてりん (Rank 25)2026/06/2621150.0%
もっちぃ (Rank 22)2026/06/2621150.0%
mokoha_jean (Rank 23)2026/06/21330100.0%
marble-w03 (Rank 27)2026/06/192020.0%
KARA (Rank 21)2026/06/1621150.0%
Fuji_Atsuka (Rank 21)2026/06/04220100.0%
sk901 (Rank 21)2026/05/19440100.0%
よちゃん (Rank 23)2026/05/1221150.0%
Archer (Rank 24)2026/05/0942250.0%
ズサ齋藤 (Rank 24)2026/05/08220100.0%
shinkita (Rank 23)2026/05/0821150.0%

Round openings

Every character

Dash Hammer Kick66K16020.1%
Low Spin Kick1K+G15920.0%
forward movement into punchP9812.3%
forward dash into High Angle Upper Kick6K597.4%
crouch into Low Spin Kick1K+G475.9%
Low Spin Kick1K+G into evade down465.8%
evade up into guardG465.8%
evade down into guardG212.6%
evade down into punchP151.9%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP141.8%
Souka Housui3P+K101.3%
evade up into punchP101.3%
Slant Back Knuckle1P into Rage Kick1PK91.1%
Middle Smash6P into Middle Smash Back Knuckle6PP81.0%
Slant Back Knuckle1P81.0%

48 further openings account for the other 85 rounds.

Counted from 205 of the 207 matches played. The rest were not pulled for openings.

Jacky

Career
264–232 · 53.2%
This season
196 matches · 53.1%
Peak rank
27

First hit in 45.3% of 751 rounds. Won 55.6% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 77.3% of rounds, against 48.4% in their other rounds.
  • Against Lau: waits first in 17.6% of rounds, against 6.1% against everyone else.
  • After opening the round before by attacking: evades first in 23.5% of rounds, against 12.8% after anything else.
  • In round 1: opens with “1K+G Low Spin Kick” in 39.2% of rounds, against 14.8% in their other rounds.
  • Against Shun: opens with “crouch into 1K+G Low Spin Kick” in 15.3% of rounds, against 5.5% against everyone else.
  • After opening the round before with “1K+G Low Spin Kick”: opens with “forward dash into 6K High Angle Upper Kick” in 16.1% of rounds, against 5.6% after anything else.

How is this tested?

Dash Hammer Kick66K16021.2%
Low Spin Kick1K+G15921.0%
forward movement into punchP9612.7%
forward dash into High Angle Upper Kick6K597.8%
crouch into Low Spin Kick1K+G476.2%
Low Spin Kick1K+G into evade down466.1%
evade up into guardG456.0%
evade down into guardG212.8%
evade down into punchP152.0%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP141.9%
evade up into punchP101.3%
Slant Back Knuckle1P into Rage Kick1PK91.2%
Middle Smash6P into Middle Smash Back Knuckle6PP81.1%
Slant Back Knuckle1P81.1%
evade down into Middle Smash6P50.7%

34 further openings account for the other 54 rounds.

Counted from 194 of the 196 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
Akira9–6 · 60%5–6 · 45%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.

2 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?

Akira

Career
3–17 · 15.0%
This season
11 matches · 18.2%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Housui3P+K1025.6%
Rimon Chouchu66P717.9%
Souka Housui3P+K into evade down37.7%
Youhou33P37.7%
Sokutai3K25.1%
crouch into Souka Housui3P+K25.1%
forward movement into punchP25.1%
Chouzan Housui46P+K12.6%
Jouho Senshou46P12.6%
Jouho Touken6P12.6%
Kaikyusei4P12.6%
Kaikyusei4P into Sayu Kaikyu4PP12.6%
Sokutai3K into evade down12.6%
evade up into Rimon Chouchu66P12.6%
evade up into guardG12.6%

2 further openings account for the other 2 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 (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: 6 of 15 tests hold up
  • Akira: not tested (too few rounds)