VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

DJG10159

  • Aoi
  • Jeffry
  • Kage
Career matches10,034
Career win rate50.0%
Round win rate50.1%
Peak rank39
Distinct opponents439
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1667 #960 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

Jacky399,6294,8044,82549.9%
Aoi282019810348.8%
Kage29151866557.0%
Jeffry2753312258.5%

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

6,091 of 6,574 rounds counted

6.0 inputs a second (360 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.03615,716
Aoi5.9351372
Jeffry5.43233

By opponent's character

Jacky6.3377760
Akira6.1366548
Lion6.0358486
Aoi6.0362449
Lau6.1366420
Kage5.9353357
Goh6.0357352
Brad5.9354359
Jeffry5.9356344
Wolf6.0362304
Jean6.1366281
Pai6.2369257
Sarah5.8349251
Vanessa5.9354236
El Blaze6.0358191
Lei Fei5.8350164
Taka5.3320134
Shun5.8349120
Eileen5.734071
Dural6.33777

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

Jacky1971197860.4%+10.8
Akira139667347.5%-4.3
Lion121556645.5%-4.5
Aoi117615652.1%+2.7
Lau117605751.3%-0.4
Kage101455644.5%-3.3
Goh95504552.6%-2.5
Brad94484651.1%+3.6
Jeffry89444549.4%-2.2
Wolf87474054.0%+2.0
Jean76383850.0%-1.1
Pai68363252.9%+0.5
Sarah64224234.4%-12.2
Vanessa63303347.6%+2.1
El Blaze51312060.8%+6.6
Lei Fei43232053.5%+5.8
Taka37142337.8%-10.2
Shun36162044.4%-4.8
Eileen1971236.8%-10.3
Dural21150.0%+1.5

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Octagon1931068754.9%+3.4
Half Fence171967556.1%+8.0
Full Fence164758945.7%-4.9
Open164828250.0%-0.5
Rectangle161788348.5%-1.8
Low Fence157817651.6%+2.5
Breakable Half Fence155777849.7%-3.0
Breakable Full Fence147707747.6%-3.6
Single Wall143717249.6%+0.6
Full Fence and Open91454649.5%+1.0

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls99150.7%50.8%-0.1
No walls46450.4%49.7%+0.8

Walls against open: -0.9 points (95% range -6.3 to +4.6), p 0.754 — 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

B軍団 (Rank 36)2026/10/181411378.6%
漂泊の民回線ジプシー (Rank 37)2026/10/162261627.3%
ビルちゃん (Rank 38)2026/10/16135838.5%
あをゐ (Rank 34)2026/10/151811761.1%
みんみんさん (Rank 35)2026/10/141431121.4%
ankocat2 (Rank 37)2026/10/1325121348.0%
寿司眼鉄 (Rank 39)2026/10/1228131546.4%
LEO (Rank 35)2026/10/121612475.0%
ねこまじん (Rank 37)2026/10/12126650.0%
フルレバ (Rank 35)2026/10/112922775.9%
へっぽこラウ (Rank 36)2026/10/11149564.3%
expensive-sand (Rank 38)2026/10/11135838.5%
会長さん (Rank 34)2026/10/11178947.1%
究極無敵 (Rank 38)2026/10/1022121054.5%
danimura (Rank 35)2026/10/06126650.0%
ゼータ(MSZ-006) (Rank 36)2026/10/05139469.2%
ふぇに (Rank 34)2026/10/053123874.2%
NORESPECT (Rank 36)2026/10/021911857.9%
Umemon2026 (Rank 38)2026/09/301811761.1%
KumadaP (Rank 36)2026/09/27147750.0%
えなお (Rank 34)2026/09/22156940.0%
lapislazuli (Rank 37)2026/09/14137653.9%
ManEater (Rank 38)2026/09/13146842.9%
cyomiko (Rank 41)2026/09/10126650.0%
津古さん (Rank 36)2026/08/231410471.4%

Round openings

Every character

forward dash into guardG2534.3%
Squat Straight2P2053.5%
guardG into evade down1893.2%
evade down into forward dash1793.0%
forward movement into punchP1742.9%
Middle Smash6P1612.7%
forward movement into Jab StraightPP1412.4%
Dash Hammer Kick66K1372.3%
evade up into forward dash1342.2%
backdash into evade up1272.1%
Slant Back Knuckle1P1222.0%
forward movement into Jab Double StraightPPP1192.0%
crouch dash forward into guardG1161.9%
Low Spin Kick1K+G1151.9%
evade up into Dash Hammer Kick66K1111.9%

516 further openings account for the other 3,660 rounds.

Counted from 1,461 of the 1,616 matches played. The rest were not pulled for openings.

Jacky

Career
4,804–4,825 · 49.9%
This season
1,499 matches · 49.6%
Peak rank
39

First hit in 47.4% of 5,542 rounds. Won 53.9% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 22.8% of rounds, against 16.8% in their other rounds.
  • Against Lion: evades first in 34.3% of rounds, against 16.9% against everyone else.
  • After opening the round before by evading: evades first in 20.2% of rounds, against 16.0% after anything else.
  • After the opponent opened the round before by attacking: backs off first in 19.4% of rounds, against 15.8% after anything else.
  • After winning a round: backs off first in 24.2% of rounds, against 9.8% after losing one.
  • When ahead: backs off first in 24.0% of rounds, against 10.8% when level or behind.
  • In round 1: opens with “evade down into forward dash” in 4.6% of rounds, against 2.6% in their other rounds.
  • Against Jacky: opens with “6P Middle Smash” in 6.3% of rounds, against 2.4% against everyone else.
  • After losing a round: opens with “6P Middle Smash” in 4.5% of rounds, against 2.1% after winning one.
  • When behind: opens with “6P Middle Smash” in 4.9% of rounds, against 2.5% when ahead or level.

How is this tested?

forward dash into guardG2394.3%
Squat Straight2P2053.7%
evade down into forward dash1713.1%
guardG into evade down1693.0%
Middle Smash6P1612.9%
forward movement into punchP1472.6%
forward movement into Jab StraightPP1412.5%
Dash Hammer Kick66K1372.5%
evade up into forward dash1282.3%
Slant Back Knuckle1P1222.2%
backdash into evade up1202.2%
forward movement into Jab Double StraightPPP1192.1%
Low Spin Kick1K+G1152.1%
crouch dash forward into guardG1112.0%
evade up into Dash Hammer Kick66K1112.0%

412 further openings account for the other 3,369 rounds.

Counted from 1,366 of the 1,499 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky55–34 · 62%33–30 · 52%+8.6
Akira33–32 · 51%18–18 · 50%-3.0
Lion36–32 · 53%9–16 · 36%too few to test
Lau31–31 · 50%13–12 · 52%too few to test
Kage21–38 · 36%14–9 · 61%too few to test
Aoi25–28 · 47%14–15 · 48%too few to test
Goh26–22 · 54%17–11 · 61%too few to test
Brad27–30 · 47%14–11 · 56%too few to test
Jeffry23–21 · 52%13–15 · 46%too few to test
Jean19–19 · 50%6–9 · 40%too few to test
Wolf19–20 · 49%10–7 · 59%too few to test
Pai19–15 · 56%11–7 · 61%too few to test
Sarah10–23 · 30%5–8 · 38%too few to test
Vanessa17–13 · 57%6–9 · 40%too few to test
El Blaze22–14 · 61%4–4 · 50%too few to test
Lei Fei12–11 · 52%5–5 · 50%too few to test
Taka10–16 · 38%0–5 · 0%too few to test
Shun10–7 · 59%3–6 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

133 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Aoi

Career
98–103 · 48.8%
This season
95 matches · 56.8%
Peak rank
28

First hit in 56.1% of 285 rounds. Won 56.9% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP269.1%
Tenchi In'youP+K+G144.9%
guardG into evade down144.9%
Gedan Shouda2P134.5%
forward dash into guardG113.9%
forward movement into NirentotsuPP103.5%
Tsukiashibarai1P72.5%
forward movement into Nirentotsu OuchuPPP72.5%
Ouda6P+K into Oushu Hiji'ate6P+KP62.1%
backdash into evade down62.1%
backdash into evade up62.1%
evade down into forward dash51.8%
guardG51.8%
Maegeri3K41.4%
crouch into Kusanagi2K+G41.4%

94 further openings account for the other 148 rounds.

Counted from 73 of the 95 matches played. The rest were not pulled for openings.

Jeffry

Career
31–22 · 58.5%
This season
14 matches · 78.6%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tsunami Beat3K+G814.6%
Low Knuckle2P35.5%
guardG35.5%
guardG into evade down35.5%
backdash into Kenka Hook46P23.6%
backdash into punchP23.6%
crouch into Low Knuckle2P23.6%
evade down into forward dash23.6%
evade down into guardG23.6%
evade up into forward dash23.6%
punchP into crouch23.6%
Elbow Butt6P11.8%
Low Knuckle2P into Body CrushP+K11.8%
Low Knuckle2P into throwP+G11.8%
backdash into Double Hammer Down43P11.8%

20 further openings account for the other 20 rounds.

Kage

Career
86–65 · 57.0%
This season
8 matches · 50.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpujin2P+K513.5%
forward movement into SandangekiPPP38.1%
guardG into evade down38.1%
punchP into ResshouPP38.1%
Rasen4P into kickK25.4%
Ryubisen44K+G25.4%
forward dash into guardG25.4%
Gen'you4K+G12.7%
Hagakure-ryu In Raijingeki46P+K into punchP12.7%
Jizuridan2P12.7%
Ryu'eikyaku66K12.7%
Tsumujigeri2K+G12.7%
backdash into Hagakure-ryu In Raijingeki46P+K12.7%
backdash into evade up12.7%
crouch dash forward into guardG12.7%

9 further openings account for the other 9 rounds.

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: 10 of 16 tests hold up
  • Aoi: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)