VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ConFunkShunDi

Career matches1,700
Career win rate55.6%
Round win rate50.7%
Peak rank33
Distinct opponents63
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1630 #1,165 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

Jacky331,70094575555.6%

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

538 of 866 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.0361538

By opponent's character

Jacky5.835026
Jean6.035892
Goh6.237234
Shun6.036146
Kage6.136320
Lion5.935347
Wolf6.237345
Pai5.935435
Taka6.94124
Brad6.237030
Sarah5.835026
Aoi6.136534
Lei Fei6.136632
Akira6.036225
Eileen5.834823
Lau5.935510
Dural5.93549

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

Jacky2718966.7%+17.0
Jean24111345.8%+2.0
Goh1910952.6%+7.0
Shun179852.9%-3.3
Kage156940.0%-3.6
Lion137653.9%+4.1
Wolf139469.2%+15.2
Pai126650.0%-7.2
Taka119281.8%+24.1
Brad105550.0%-7.8
Sarah104640.0%-2.1
Aoi94544.4%-4.8
Lei Fei95455.6%-6.9
Jeffry81712.5%-28.9
Akira62433.3%-16.4
Eileen61516.7%-26.4
Lau51420.0%-32.2
Dural42250.0%-11.1

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

Low Fence32131940.6%-8.5
Rectangle29121741.4%-3.8
Breakable Full Fence27151255.6%+1.3
Half Fence27151255.6%-0.9
Octagon2314960.9%+9.3
Breakable Half Fence2012860.0%+8.2
Single Wall2012860.0%+2.7
Full Fence134930.8%-16.2
Open134930.8%-13.7
Full Fence and Open42250.0%+5.8

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13951.8%51.4%+0.4
No walls6544.6%50.0%-5.4

Walls against open: +5.8 points (95% range -8.4 to +20.0), p 0.422 — 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

BLACKSTAR (Rank 36)2026/10/034040.0%
IphanatikI (Rank 33)2026/09/13550100.0%
kidvid711 (Rank 26)2026/09/1352340.0%
Kungfuhustle99 (Rank 30)2026/08/0662433.3%
Booger (Rank 32)2026/08/0684450.0%
Setsuna_X (Rank 30)2026/08/0632166.7%
CRYSTAL_CITY_JAY (Rank 33)2026/08/0454180.0%
vf5sega (Rank 39)2026/08/044040.0%
rich.tapestry (Rank 31)2026/08/0353260.0%
Dhezz (Rank 34)2026/08/0372528.6%
leefung._ (Rank 31)2026/08/0362433.3%
Billy_HatcherEGG (Rank 27)2026/08/03440100.0%
seedash (Rank 26)2026/07/2062433.3%
Crashing_Blow2003 (Rank 33)2026/06/2174357.1%
onuelito (Rank 31)2026/06/19135838.5%
Dadino67italy (Rank 33)2026/06/1994544.4%
GNS☆Laufares (Rank 35)2026/06/1291811.1%
live4eva_ (Rank 34)2026/05/2831233.3%
b4i4radoslav|xliiv (Rank 32)2026/05/1532166.7%
TomSavage (Rank 29)2026/05/10108280.0%
Dodoflump(50IQ) (Rank 34)2026/05/0931233.3%
HangryMunch (Rank 26)2026/05/09660100.0%
Da-Goat-Pawn (Rank 33)2026/04/2451420.0%
HardcoreHerc (Rank 34)2026/04/1031233.3%
HIMA (Rank 33)2026/04/0861516.7%

Round openings

Jacky

Career
945–755 · 55.6%
This season
218 matches · 50.5%
Peak rank
33

First hit in 36.2% of 858 rounds. Won 52.7% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 41.7% of rounds, against 19.0% in their other rounds.
  • After landing the first hit of the round before: backs off first in 9.0% of rounds, against 5.1% after being hit first.
  • In round 1: opens with “evade down into backdash” in 17.4% of rounds, against 4.1% in their other rounds.
  • After opening the round before with “evade down into backdash”: opens with “4P+K+G Slide Shuffle (Deflect) into 6K High Angle Upper Kick” in 24.1% of rounds, against 10.5% after anything else.

How is this tested?

Slide Shuffle (Deflect)4P+K+G into High Angle Upper Kick6K849.6%
evade down into backdash657.5%
Slide Shuffle (Deflect)4P+K+G into punchP546.2%
evade up into crouch dash forward505.7%
crouch dash forward into Smash Straight3P384.4%
forward movement into punchP343.9%
punchP into Punch High KickPK343.9%
crouch into Low Spin Kick1K+G323.7%
evade up into Smash Straight3P303.4%
backdash into Spin Heel Sword4K+G202.3%
Side Hook Turn44P into crouch182.1%
Slant Back Knuckle1P171.9%
Dash Hammer Kick66K161.8%
Spinning Back Knuckle4P into Spinning Arm Kick4PK161.8%
Lightning Kick 12K+G into Lightning Kick 22K+GK151.7%

120 further openings account for the other 349 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky12–9 · 57%4–0 · 100%too few to test
Jean9–11 · 45%0–2 · 0%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.

How is this tested?

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: 4 of 15 tests hold up