VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

futaba-34

  • Lion
Career matches2,588
Career win rate52.3%
Round win rate48.8%
Peak rank37
Distinct opponents152
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1715 #727 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

Jacky372,5831,3511,23252.3%
Lion2653260.0%

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

1,566 of 1,822 rounds counted

8.9 inputs a second (533 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.95331,552
Lion8.350014

By opponent's character

Jacky9.0542195
Akira9.4563181
Lion8.8526119
Pai8.9533117
Sarah8.5512106
Vanessa8.9534105
Brad8.651697
Jean9.255169
Lau8.450664
Wolf8.953362
Eileen8.953362
Aoi8.450170
Jeffry8.651858
Goh8.953666
Lei Fei9.053946
El Blaze9.154439
Shun9.255356
Kage8.651335
Taka8.450415
Dural7.74644

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

Jacky57273047.4%+0.2
Akira52262650.0%+4.3
Lion35211460.0%+14.1
Pai29181162.1%+15.4
Sarah29161355.2%+8.8
Vanessa28101835.7%-8.2
Brad24101441.7%-6.1
Jean2415962.5%+17.3
Lau24101441.7%-3.9
Wolf21111052.4%-1.6
Eileen2071335.0%-12.4
Aoi1871138.9%-7.0
Jeffry1871138.9%-9.1
Goh178947.1%+0.8
Lei Fei1651131.2%-12.4
El Blaze134930.8%-14.2
Shun1321115.4%-34.8
Kage106460.0%+11.8
Taka42250.0%+0.8
Dural1010.0%-45.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Half Fence53252847.2%+3.7
Breakable Half Fence52213140.4%-6.7
Low Fence49222744.9%-3.5
Rectangle49222744.9%-3.9
Breakable Full Fence48232547.9%-0.2
Full Fence48242450.0%+2.5
Octagon39142535.9%-8.9
Open38191950.0%+3.7
Single Wall33201360.6%+12.1
Full Fence and Open28141450.0%+2.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls28944.6%46.5%-1.8
No walls12050.8%47.9%+2.9

Walls against open: -4.7 points (95% range -17.7 to +8.2), p 0.477 — 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

banjar (Rank 38)2026/07/2251420.0%
ヘニオ (Rank 31)2026/07/22148657.1%
MaBoy (Rank 33)2026/07/2252340.0%
五寸釘くん (Rank 34)2026/07/2274357.1%
zakisan (Rank 37)2026/07/2285362.5%
どろパイ (Rank 34)2026/07/21136746.1%
★闘将拉麵男★ (Rank 37)2026/07/21105550.0%
ぶーん (Rank 33)2026/07/1963350.0%
影虎 (Rank 34)2026/07/1984450.0%
けいすけ新宿 (Rank 34)2026/07/19104640.0%
ぱお (Rank 38)2026/07/1751420.0%
B軍団 (Rank 35)2026/07/1475271.4%
躑躅 (Rank 34)2026/07/13118372.7%
漂泊の民回線ジプシー (Rank 35)2026/07/12106460.0%
クレウル (Rank 33)2026/06/2564266.7%
interceptor (Rank 36)2026/06/18116554.5%
NORESPECT (Rank 33)2026/06/1854180.0%
俺様バーンズ (Rank 35)2026/06/1884450.0%
ヒ・ジハー (Rank 35)2026/06/1853260.0%
ROMANSKIN (Rank 36)2026/06/1563350.0%
KAZ-morimorimiso- (Rank 37)2026/06/115050.0%
MikuMartineau (Rank 32)2026/06/10770100.0%
RunneR (Rank 31)2026/05/285050.0%
浅川サナタ@ようつべ (Rank 30)2026/05/2551420.0%
黒鵜なぎ@Vtuber (Rank 30)2026/05/21108280.0%

Round openings

Every character

backdash into evade down18410.1%
crouch into Low Spin Kick1K+G915.0%
punchP into Jab StraightPP844.6%
Middle Smash6P814.4%
backdash into punchP734.0%
Squat Straight2P703.8%
punchP into Double Punch Slash KickPPK633.5%
Middle Spin Kick46K+G492.7%
Low Spin Kick1K+G482.6%
backdash into Squat Straight2P442.4%
forward dash into Middle Kick3K422.3%
forward dash into Low Spin Kick1K+G341.9%
evade down into forward dash271.5%
Spinning Back Knuckle4P into Double Back Knuckle4PP261.4%
punchP into Standing Knee Kick4K261.4%

223 further openings account for the other 884 rounds.

Jacky

Career
1,351–1,232 · 52.3%
This season
449 matches · 47.0%
Peak rank
37

First hit in 52.0% of 1,801 rounds. Won 52.4% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 22.3% of rounds, against 7.9% in their other rounds.
  • Against Sarah: moves in first in 18.3% of rounds, against 4.4% against everyone else.
  • After opening the round before by evading: evades first in 17.1% of rounds, against 6.6% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 10.3% of rounds, against 4.1% after anything else.
  • After winning a round: backs off first in 38.5% of rounds, against 23.4% after losing one.
  • When ahead: backs off first in 37.3% of rounds, against 24.0% when level or behind.
  • In round 2: opens with “6P Middle Smash” in 7.4% of rounds, against 3.5% in their other rounds.
  • After opening the round before with “6P Middle Smash”: opens with “6P Middle Smash” in 16.2% of rounds, against 4.2% after anything else.
  • After winning a round: opens with “backdash into P punch” in 5.7% of rounds, against 1.8% after losing one.

How is this tested?

backdash into evade down18310.1%
crouch into Low Spin Kick1K+G915.0%
punchP into Jab StraightPP844.6%
Middle Smash6P814.5%
backdash into punchP734.0%
Squat Straight2P703.9%
punchP into Double Punch Slash KickPPK633.5%
Middle Spin Kick46K+G492.7%
Low Spin Kick1K+G482.6%
backdash into Squat Straight2P442.4%
forward dash into Middle Kick3K422.3%
forward dash into Low Spin Kick1K+G341.9%
evade down into forward dash271.5%
Spinning Back Knuckle4P into Double Back Knuckle4PP261.4%
punchP into Standing Knee Kick4K261.4%

218 further openings account for the other 871 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky17–21 · 45%5–8 · 38%too few to test
Akira15–16 · 48%8–5 · 62%too few to test
Lion11–8 · 58%7–4 · 64%too few to test
Pai9–9 · 50%7–1 · 88%too few to test
Sarah9–8 · 53%4–3 · 57%too few to test
Vanessa9–13 · 41%1–5 · 17%too few to test
Brad5–10 · 33%3–4 · 43%too few to test
Jean11–8 · 58%3–1 · 75%too few to test
Lau6–12 · 33%2–2 · 50%too few to test
Wolf5–6 · 45%6–4 · 60%too few to test
Eileen5–8 · 38%2–2 · 50%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?

Lion

Career
3–2 · 60.0%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K428.6%
backdash into Senkyutai1K214.3%
backward movement into evade down214.3%
backdash into Koushutai44K17.1%
backdash into evade down17.1%
backward movement into Tanhikyaku46K17.1%
evade up into backdash17.1%
guardG17.1%
punchP into Koushu RensuiPP17.1%

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 (16 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: 9 of 16 tests hold up
  • Lion: not tested (too few rounds)