VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ひみいりゐ@容赦千厘

Career matches25,868
Career win rate49.3%
Round win rate50.1%
Peak rank38
Distinct opponents491
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1740 #625 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

Jacky3825,86812,76013,10849.3%

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

6,991 of 9,678 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.94146,991

By opponent's character

Jacky7.2433886
Akira7.2431751
Lau7.1426485
Brad6.7401489
Kage6.7401413
Lion7.1427409
Goh6.8407452
Jeffry6.8411325
Shun7.1426375
Jean6.9412297
Wolf6.8410346
El Blaze6.6397328
Lei Fei6.8408270
Pai6.7399295
Sarah6.5388225
Vanessa6.7404191
Aoi6.5392149
Eileen6.5391146
Dural6.740385
Taka6.538874

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

Jacky27312814546.9%+0.0
Akira24213211054.5%+3.3
Lau2069211444.7%-3.0
Brad164788647.6%-1.2
Kage145707548.3%-1.4
Lion134647047.8%-1.9
Goh129715855.0%+4.5
Jeffry122794364.8%+11.5
Shun120596149.2%+4.5
Jean119596049.6%-2.1
Wolf116645255.2%+1.7
El Blaze106545250.9%-1.2
Lei Fei100485248.0%-1.3
Pai99514851.5%+0.3
Sarah86473954.6%+3.8
Vanessa70294141.4%-8.0
Aoi57292850.9%+1.5
Eileen46172937.0%-12.4
Dural2872125.0%-22.8
Taka2281436.4%-14.7

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

Octagon29414015447.6%-3.3
Open27114312852.8%+2.2
Full Fence24412511951.2%+2.7
Single Wall24212811452.9%+4.3
Breakable Full Fence23010212844.4%-5.2
Breakable Half Fence2231259856.0%+7.0
Half Fence22310212145.7%-4.6
Low Fence22211710552.7%+2.9
Rectangle22010711348.6%-1.3
Full Fence and Open104535151.0%+1.6

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
Walls1,43448.9%49.7%-0.8
No walls73552.8%50.0%+2.8

Walls against open: -3.5 points (95% range -7.9 to +0.8), p 0.112 — 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

VLW_PS (Rank 36)2026/10/18158753.3%
LEO (Rank 30)2026/10/172314960.9%
mudanadoryokuzki (Rank 36)2026/09/1221101147.6%
shuri_nero (Rank 33)2026/08/232113861.9%
フルレバ (Rank 35)2026/08/031751229.4%
★闘将拉麵男★ (Rank 35)2026/07/2630111936.7%
ndroiworld (Rank 33)2026/07/241710758.8%
Phrazes_For_The_Young (Rank 34)2026/07/24159660.0%
Mochi/かしわもち (Rank 39)2026/07/211910952.6%
躑躅 (Rank 34)2026/07/2135171848.6%
elpopo_3378 (Rank 36)2026/07/211611568.8%
interceptor (Rank 40)2026/07/21169756.2%
ちょいそる (Rank 35)2026/07/2026161061.5%
GP (Rank 38)2026/07/091751229.4%
yossystanp-ussa (Rank 34)2026/07/091812666.7%
わばし (Rank 35)2026/07/061511473.3%
みんみんさん (Rank 35)2026/07/0626151157.7%
siroiro_16bit (Rank 39)2026/06/1962164625.8%
Sore (Rank 34)2026/06/181441028.6%
イイクルーン (Rank 36)2026/06/182882028.6%
PuzzG/ぱず爺 (Rank 36)2026/06/18158753.3%
ヒ・ジハー (Rank 35)2026/06/1827161159.3%
ctraum (Rank 38)2026/06/1622111150.0%
班 長 (Rank 38)2026/06/14146842.9%
ゆ~やん3 (Rank 35)2026/05/311810855.6%

Round openings

Jacky

Career
12,760–13,108 · 49.3%
This season
2,384 matches · 49.8%
Peak rank
38

First hit in 44.8% of 9,169 rounds. Won 53.1% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 44.8% of rounds, against 23.0% in their other rounds.
  • Against Shun: evades first in 19.1% of rounds, against 7.8% against everyone else.
  • On Rectangle stages: attacks straight away in 37.2% of rounds, against 23.9% on the other stages.
  • After opening the round before by waiting: waits first in 37.8% of rounds, against 28.0% after anything else.
  • After winning a round: backs off first in 27.5% of rounds, against 18.4% after losing one.
  • When ahead: backs off first in 27.7% of rounds, against 19.4% when level or behind.
  • In round 1: opens with “backdash into P punch” in 10.0% of rounds, against 2.7% in their other rounds.
  • Against Jeffry: opens with “66K Dash Hammer Kick” in 8.5% of rounds, against 4.2% against everyone else.
  • On Full Fence and Open stages: opens with “G guard” in 13.0% of rounds, against 6.9% on the other stages.
  • After opening the round before with “G guard”: opens with “G guard” in 11.5% of rounds, against 7.4% after anything else.
  • After winning a round: opens with “backdash into evade up” in 5.1% of rounds, against 3.2% after losing one.
  • When the score is level: opens with “G guard” in 9.0% of rounds, against 7.6% when ahead or behind.

How is this tested?

guardG6737.3%
Middle Spin Kick46K+G5736.2%
backdash into punchP4174.5%
backdash into evade up4114.5%
Dash Hammer Kick66K4074.4%
guardG into throw escape3593.9%
crouch dash forward into Low Spin Kick1K+G3443.7%
guardG into evade up3273.5%
Step-in Middle Kick66K+G3013.3%
Spinning Kick Turn44K2843.1%
guardG into punchP2602.8%
backdash into Dash Hammer Kick66K2122.3%
guardG into Squat Straight2P1972.1%
backdash into Rib CrushPP6PPP1701.9%
Middle Smash6P1361.5%

359 further openings account for the other 4,135 rounds.

Counted from 2,268 of the 2,384 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
Jacky69–79 · 47%42–44 · 49%-5.2
Akira67–61 · 52%48–29 · 62%-9.9
Lau49–82 · 37%29–28 · 51%-9.9
Brad50–54 · 48%18–20 · 47%-1.5
Kage37–42 · 47%28–20 · 58%-10.2
Lion32–46 · 41%22–16 · 58%-15.1
Goh37–32 · 54%22–20 · 52%+3.7
Jeffry54–28 · 66%22–10 · 69%-4.6
Shun33–28 · 54%22–24 · 48%+3.3
Wolf41–30 · 58%20–17 · 54%+10.8
Jean27–40 · 40%18–12 · 60%-12.1
El Blaze30–27 · 53%14–13 · 52%too few to test
Lei Fei29–29 · 50%15–15 · 50%-3.5
Pai25–29 · 46%16–12 · 57%too few to test
Sarah29–20 · 59%10–8 · 56%too few to test
Vanessa18–26 · 41%8–11 · 42%too few to test
Aoi15–14 · 52%9–9 · 50%too few to test
Eileen9–15 · 38%5–10 · 33%too few to test
Dural4–10 · 29%3–6 · 33%too few to test
Taka3–5 · 38%3–8 · 27%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.

116 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?

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 (18 here; about 0.9 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: 12 of 18 tests hold up