VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

BeeBindy

  • Pai
Career matches1,331
Career win rate48.5%
Round win rate47.1%
Peak rank25
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1358 #2,887 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

Jacky251,28561966648.2%
Pai1946271958.7%

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

508 of 647 rounds counted

7.5 inputs a second (448 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.4444473
Pai8.249435

By opponent's character

Sarah7.444456
Vanessa7.343655
Jeffry7.645444
Wolf7.344046
Aoi7.243445
Brad7.344020
Akira7.344133
Eileen7.545136
Goh7.545014
Pai7.746212
Jacky7.645431
Taka8.148423
El Blaze7.746420
Kage7.343717
Lion7.545317
Shun7.343715
Dural8.249413
Jean7.545211

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

Sarah1861233.3%+11.2
Vanessa156940.0%-16.6
Jeffry1431121.4%-17.1
Wolf146842.9%+3.1
Aoi126650.0%+12.7
Brad114736.4%-17.9
Akira93633.3%+10.3
Eileen95455.6%-22.1
Goh97277.8%+28.1
Pai91811.1%-23.2
Jacky85362.5%+14.9
Taka65183.3%+52.9
El Blaze51420.0%-27.7
Kage52340.0%-8.7
Lau440100.0%+44.0
Lion41325.0%-14.6
Shun4040.0%-20.8
Dural32166.7%+20.2
Jean31233.3%-0.6
Lei Fei1010.0%-7.2

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

Open3092130.0%-20.6
Breakable Full Fence21111052.4%+3.9
Breakable Half Fence1971236.8%+3.3
Full Fence1910952.6%+21.4
Rectangle1912763.2%+17.3
Full Fence and Open128466.7%+20.5
Half Fence120120.0%-38.9
Low Fence124833.3%-3.1
Single Wall101910.0%-20.5
Octagon41325.0%-13.3

1 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
Walls9443.6%40.5%+3.1
No walls5226.9%41.0%-14.0

Walls against open: +17.1 points (95% range +0.8 to +33.5), p 0.040 — a difference this size is unlikely to be chance.

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

S_C_H_T_O_M_P (Rank 25)84450.0%
DDRMONKEY (Rank 26)63350.0%
Ktronprime (Rank 22)61516.7%
TeamKhris (Rank 22)52340.0%
final_cut (Rank 8)54180.0%
robib (Rank 24)51420.0%
Crashing_Blow2003 (Rank 30)41325.0%
KevTheGalaxybender (Rank 23)41325.0%
Daimao.Koopa (Rank 23)31233.3%
JOneStar (Rank 24)32166.7%
Johnnybwai (Rank 22)31233.3%
MindStoner (Rank 13)31233.3%
Nawreezy (Rank 21)31233.3%
ShinUltima (Rank 21)32166.7%
Shin_Kaz (Rank 21)31233.3%
VIRTUOUSKNIGHT (Rank 21)32166.7%
freddy (Rank 20)3030.0%
illa_NoiZe (Rank 25)31233.3%
truckstopchilidog (Rank 23)32166.7%
Darkfaller555 (Rank 21)220100.0%
Gamerbobey (Rank 21)220100.0%
GyantSpyder (Rank 20)220100.0%
KidCloyster (Rank 25)2020.0%
Lemon (Rank 22)220100.0%
thedriver (Rank 21)21150.0%

Most played opponents, most recent first

JOneStar (Rank 24)2026/10/1332166.7%
KidCloyster (Rank 25)2026/10/132020.0%
S_C_H_T_O_M_P (Rank 25)2026/10/1184450.0%
GyantSpyder (Rank 20)2026/09/07220100.0%
robib (Rank 24)2026/09/0551420.0%
Johnnybwai (Rank 22)2026/09/0431233.3%
Gamerbobey (Rank 21)2026/08/25220100.0%
freddy (Rank 20)2026/08/253030.0%
MindStoner (Rank 13)2026/08/2531233.3%
Crashing_Blow2003 (Rank 30)2026/08/2541325.0%
illa_NoiZe (Rank 25)2026/08/2131233.3%
final_cut (Rank 8)2026/08/0354180.0%
TeamKhris (Rank 22)2026/07/2952340.0%
Darkfaller555 (Rank 21)2026/07/24220100.0%
ShinUltima (Rank 21)2026/07/2432166.7%
Daimao.Koopa (Rank 23)2026/07/2431233.3%
DDRMONKEY (Rank 26)2026/07/2163350.0%
thedriver (Rank 21)2026/07/0721150.0%
truckstopchilidog (Rank 23)2026/07/0632166.7%
Ktronprime (Rank 22)2026/06/2761516.7%
VIRTUOUSKNIGHT (Rank 21)2026/05/2132166.7%
Shin_Kaz (Rank 21)2026/04/2231233.3%
Nawreezy (Rank 21)2026/04/2031233.3%
Lemon (Rank 22)2026/04/16220100.0%
KevTheGalaxybender (Rank 23)2026/03/2841325.0%

Round openings

Jacky

Career
619–666 · 48.2%
This season
154 matches · 40.9%
Peak rank
25

First hit in 40.9% of 597 rounds. Won 52.9% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Lightning Kick 12K+G9515.7%
backdash into Double Dragon9K609.9%
Double Dragon9K548.9%
Dash Hammer Kick66K into High Angle Upper Kick6K335.5%
evade up into Double Dragon9K325.3%
Step-in Middle Kick66K+G into Groin Kick6K+G294.8%
punchP into Jab StraightPP274.5%
Jab StraightPP into Jab Double StraightPPP233.8%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP183.0%
High Angle Upper Kick6K into kickK172.8%
Lightning Kick 12K+G132.1%
Slide Shuffle (Deflect)4P+K+G132.1%
evade down into High Angle Upper Kick6K111.8%
punchP111.8%
Dash Hammer Kick66K into kickK91.5%

79 further openings account for the other 159 rounds.

Counted from 152 of the 154 matches played. The rest were not pulled for openings.

Not counted here: Pai. Their matches 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 (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: 0 of 15 tests hold up