VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

いくら

  • Lion
Career matches2,499
Career win rate45.6%
Round win rate48.7%
Peak rank28
Distinct opponents140
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1465 #2,233 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

Jacky282,4931,1351,35845.5%
Lion1664266.7%

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

294 of 1,085 rounds counted

10.1 inputs a second (608 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky10.1608294

By opponent's character

Akira10.261359
Aoi10.563164
Wolf10.965412
Jacky9.657738
Lau10.261326
Goh10.16044
Jeffry10.160819
Pai9.95959
El Blaze10.261414
Kage9.657717
Jean9.959516
Taka9.55694
Brad10.26134
Vanessa10.26093
Eileen9.65775

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

Akira39201951.3%-0.6
Aoi34201458.8%+4.1
Wolf23101343.5%-3.8
Jacky2011955.0%+3.2
Lau2081240.0%-13.7
Goh1991047.4%+4.6
Jeffry1610662.5%+20.3
Pai1431121.4%-23.9
El Blaze128466.7%+14.3
Kage127558.3%+10.9
Lion123925.0%-12.8
Sarah106460.0%+17.9
Jean92722.2%-27.7
Shun82625.0%-9.1
Taka73442.9%-3.9
Brad43175.0%+20.8
Vanessa42250.0%+1.9
Eileen31233.3%-9.5
Lei Fei32166.7%+22.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Single Wall42231954.8%+7.3
Breakable Half Fence32141843.8%-1.9
Full Fence31121938.7%-7.8
Octagon29121741.4%-4.5
Half Fence27121544.4%-5.0
Rectangle24121250.0%-2.4
Breakable Full Fence23131056.5%+7.5
Low Fence21101147.6%-0.3
Full Fence and Open1551033.3%-14.3
Open1511473.3%+17.5

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16645.2%47.6%-2.4
No walls7856.4%50.0%+6.4

Walls against open: -8.8 points (95% range -22.6 to +5.0), p 0.209 — 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

haohwhite (Rank 25)2026/07/0532166.7%
MaxMuncy (Rank 25)2026/06/1953260.0%
Mon3tr (Rank 24)2026/06/19440100.0%
HoAssYoAss (Rank 26)2026/06/1163350.0%
nekota (Rank 24)2026/06/06106460.0%
我的名字叫顺溜 (Rank 23)2026/06/0564266.7%
MTAR_GARU (Rank 24)2026/06/0332166.7%
Sinabro (Rank 27)2026/05/2832166.7%
CHASER (Rank 22)2026/05/2231233.3%
銀 (Rank 28)2026/05/2072528.6%
XiaoMing.SH (Rank 28)2026/05/1943175.0%
金田一の少年 (Rank 25)2026/05/1953260.0%
たわばTAWABA (Rank 27)2026/05/0941325.0%
Toragoto (Rank 29)2026/05/0741325.0%
かくるる (Rank 27)2026/05/0742250.0%
무파ZeroBlue (Rank 27)2026/05/0553260.0%
低調の好人貴様Zz (Rank 25)2026/04/2332166.7%
AcidNine-JPN (Rank 26)2026/04/2231233.3%
6132da (Rank 22)2026/04/2164266.7%
naowai (Rank 22)2026/04/1532166.7%
神無月夏美@Vtuber (Rank 25)2026/04/0931233.3%
GWO (Rank 24)2026/04/08330100.0%
こて (Rank 24)2026/04/0842250.0%
北五环1kk狂魔 (Rank 25)2026/04/085050.0%
すずもも (Rank 21)2026/03/3141325.0%

Round openings

Every character

backdash into Slide Shuffle (Deflect)4P+K+G928.4%
crouch into Low Spin Kick1K+G797.2%
forward movement into punchP696.3%
backdash into evade down615.6%
Groin Kick6K+G into forward movement423.9%
forward movement into Punch High KickPK393.6%
backdash into evade up373.4%
crouch into Squat Straight2P322.9%
Lightning Kick 22K+GK into Lightning Kick 32K+GKK312.8%
backdash into throwP+G262.4%
backdash into Standing Knee Kick4K242.2%
backdash into Spin Heel Sword4K+G201.8%
crouch dash forward into Groin Kick6K+G191.7%
backdash into Slant Back Knuckle1P181.6%
backdash into Smash Straight3P151.4%

204 further openings account for the other 487 rounds.

Jacky

Career
1,135–1,358 · 45.5%
This season
268 matches · 48.1%
Peak rank
28

First hit in 42.4% of 1,066 rounds. Won 53.3% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 53.2% of rounds, against 40.4% in their other rounds.
  • Against Jacky: backs off first in 61.9% of rounds, against 42.2% against everyone else.
  • In round 4 or later: opens with “backdash into evade down” in 10.6% of rounds, against 3.9% in their other rounds.
  • Against Jeffry: opens with “backdash into 4P+K+G Slide Shuffle (Deflect)” in 18.8% of rounds, against 7.8% against everyone else.

How is this tested?

backdash into Slide Shuffle (Deflect)4P+K+G928.5%
crouch into Low Spin Kick1K+G797.3%
forward movement into punchP696.3%
backdash into evade down615.6%
Groin Kick6K+G into forward movement423.9%
forward movement into Punch High KickPK393.6%
backdash into evade up373.4%
crouch into Squat Straight2P323.0%
Lightning Kick 22K+GK into Lightning Kick 32K+GKK312.9%
backdash into throwP+G262.4%
backdash into Standing Knee Kick4K242.2%
backdash into Spin Heel Sword4K+G201.8%
crouch dash forward into Groin Kick6K+G191.8%
backdash into Slant Back Knuckle1P181.7%
backdash into Smash Straight3P151.4%

200 further openings account for the other 482 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–7 · 56%10–9 · 53%too few to test
Aoi13–12 · 52%7–2 · 78%too few to test
Wolf6–8 · 43%2–4 · 33%too few to test
Jacky5–8 · 38%5–0 · 100%too few to test
Lau4–10 · 29%2–1 · 67%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
4–2 · 66.7%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P into Banchu Renkanshu6PP240.0%
Juchou Senshou8P+K120.0%
backdash into Tourou Teihozen (Deflect)4P+K+G120.0%
crouch into Kousoutai2K+G120.0%

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
  • Lion: not tested (too few rounds)