VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

cooladdy123

Career matches656
Career win rate51.7%
Round win rate44.7%
Peak rank28
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1261 #3,263 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

Jacky2865633931751.7%

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

814 of 815 rounds counted

8.4 inputs a second (504 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.4504814

By opponent's character

Goh8.6518117
Aoi8.852589
Sarah8.4505108
Pai8.752497
Dural8.953592
Akira8.047968
Jacky8.047875
Lion8.148532
Kage7.545227
Vanessa7.243030
Jeffry8.752422
Lau7.846722
Brad8.450217
Shun8.35009
Eileen8.35005
Lei Fei9.75804

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

Goh29181162.1%+3.5
Aoi2671926.9%+15.5
Sarah26141253.9%-14.5
Pai25131252.0%+12.9
Dural2371630.4%-22.7
Akira191185.3%-2.1
Jacky1814477.8%+16.4
Lion8080.0%-6.5
Kage7070.0%-20.0
Vanessa74357.1%+10.7
Jeffry62433.3%+2.1
Lau550100.0%+18.3
Brad43175.0%-4.9
Shun31233.3%-17.4
Eileen1010.0%-78.5
Lei Fei1010.0%-3.7

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

Breakable Half Fence28131546.4%+6.1
Single Wall28101835.7%+3.2
Open27141351.9%+21.3
Half Fence1961331.6%-20.3
Low Fence1710758.8%+9.8
Full Fence167943.8%-4.5
Octagon1531220.0%-3.8
Rectangle156940.0%-9.7
Breakable Full Fence147750.0%+10.6
Full Fence and Open115645.5%-4.7

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
Walls10739.3%42.2%-3.0
No walls7247.2%37.1%+10.2

Walls against open: -13.1 points (95% range -29.1 to +2.8), p 0.107 — 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

PsiLo (Rank 23)73433058.9%
speedymat (Rank 27)2011955.0%
Nibbs (Rank 23)1911857.9%
{*D.S*}gizmo_kingo (Rank 45)191185.3%
SDrakeo (Rank 30)139469.2%
Kamille★修正パンチ (Rank 45)120120.0%
Faded (Rank 36)110110.0%
Onpwnage (Rank 34)8080.0%
BnicePLZ (Rank 30)52340.0%
GérardDeperrache (Rank 16)54180.0%
LordBaconTheBoss (Rank 30)51420.0%
RustyTachikoma[EU] (Rank 24)31233.3%
BigRoshi (Rank 11)220100.0%
MarlyJay (Rank 34)2020.0%
PiggyBetter (Rank 6)220100.0%
RafaLeon (Rank 25)220100.0%
brogasaurusrex (Rank 33)2020.0%
vyacheslavooo (Rank 24)2020.0%
飛車『ROOK』 (Rank 29)2020.0%
Lightwing (Rank 41)1010.0%

Most played opponents, most recent first

PsiLo (Rank 23)2026/09/3073433058.9%
BigRoshi (Rank 11)2026/09/29220100.0%
RafaLeon (Rank 25)2026/09/29220100.0%
Faded (Rank 36)2026/09/23110110.0%
speedymat (Rank 27)2026/09/222011955.0%
SDrakeo (Rank 30)2026/09/18139469.2%
Kamille★修正パンチ (Rank 45)2026/09/18120120.0%
BnicePLZ (Rank 30)2026/09/1852340.0%
RustyTachikoma[EU] (Rank 24)2026/09/1831233.3%
vyacheslavooo (Rank 24)2026/09/182020.0%
Nibbs (Rank 23)2026/09/181911857.9%
brogasaurusrex (Rank 33)2026/09/182020.0%
飛車『ROOK』 (Rank 29)2026/09/182020.0%
MarlyJay (Rank 34)2026/09/162020.0%
{*D.S*}gizmo_kingo (Rank 45)2026/08/06191185.3%
Lightwing (Rank 41)2026/08/061010.0%
Onpwnage (Rank 34)2026/08/038080.0%
GérardDeperrache (Rank 16)2026/08/0354180.0%
LordBaconTheBoss (Rank 30)2026/08/0351420.0%
PiggyBetter (Rank 6)2026/08/03220100.0%

Round openings

Jacky

Career
339–317 · 51.7%
This season
208 matches · 42.8%
Peak rank
28

First hit in 48.6% of 813 rounds. Won 44.0% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 21.6% of rounds, against 14.3% in their other rounds.
  • After opening the round before by waiting: waits first in 58.4% of rounds, against 35.5% after anything else.
  • When ahead: waits first in 52.8% of rounds, against 40.7% when level or behind.
  • In round 3: opens with “crouch into 1P Slant Back Knuckle” in 11.1% of rounds, against 4.8% in their other rounds.
  • On Low Fence stages: opens with “G guard” in 41.2% of rounds, against 19.7% on the other stages.
  • After opening the round before with “G guard”: opens with “G guard” in 50.0% of rounds, against 16.6% after anything else.

How is this tested?

guardG18022.1%
High Angle Upper Kick6K546.6%
forward movement into punchP536.5%
crouch into Slant Back Knuckle1P526.4%
Dash Hammer Kick66K into High Angle Upper Kick6K435.3%
backdash into backward movement334.0%
forward movement into kickK334.0%
no input253.1%
crouch into Low Spin Kick1K+G232.8%
backdash222.7%
kickK into High Angle Upper Kick6K202.5%
Double Dragon9K162.0%
backdash into Slide Shuffle (Deflect)4P+K+G141.7%
evade up into Double Dragon9K111.4%
kickK into Double Spinning KickKK111.4%

114 further openings account for the other 226 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Goh6–2 · 75%8–3 · 73%too few to test
Aoi2–6 · 25%5–13 · 28%too few to test
Sarah6–8 · 43%3–1 · 75%too few to test
Pai6–6 · 50%7–4 · 64%too few to test
Dural5–11 · 31%0–3 · 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 (13 here; about 0.7 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 13 tests hold up