VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

lemon@のびしろF

Career matches11,188
Career win rate48.8%
Round win rate49.5%
Peak rank34
Distinct opponents548
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1610 #1,281 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

Jacky3411,1885,4605,72848.8%

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

5,499 of 6,553 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.84695,499

By opponent's character

Jacky7.7464648
Akira7.9476589
Pai7.8468467
Wolf7.8465485
Jeffry7.8471375
Kage7.7465330
Goh7.8470318
Sarah7.7462257
Shun7.9476234
Lion7.7463223
El Blaze8.0477223
Jean7.8466217
Brad8.0481227
Lau7.7460161
Aoi7.8470194
Vanessa7.6456177
Eileen7.8468137
Lei Fei7.8465132
Taka8.048288
Dural7.947517

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

Jacky1821067658.2%+13.0
Akira168789046.4%-1.3
Pai148826655.4%+7.1
Wolf134647047.8%-2.6
Jeffry120586248.3%-1.6
Kage95336234.7%-15.2
Goh92385441.3%-4.2
Sarah78403851.3%+3.0
Shun70323845.7%-4.8
Lion67303744.8%-2.7
El Blaze66283842.4%-2.1
Jean66224433.3%-12.7
Brad61303149.2%+2.9
Lau59332655.9%+6.9
Aoi56282850.0%+1.3
Vanessa50272354.0%+6.6
Eileen37201754.0%+3.2
Lei Fei36181850.0%-1.3
Taka28111739.3%-10.5
Dural4040.0%-40.6

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

Breakable Full Fence184998553.8%+6.0
Full Fence1797210740.2%-7.7
Half Fence179928751.4%+4.5
Octagon165798647.9%+0.3
Open161748746.0%-2.4
Breakable Half Fence159817850.9%+3.1
Low Fence150708046.7%-2.3
Single Wall149688145.6%-1.9
Rectangle140667447.1%-1.9
Full Fence and Open82424051.2%+2.5

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
Walls1,00648.6%47.9%+0.7
No walls46046.1%48.1%-2.0

Walls against open: +2.7 points (95% range -2.9 to +8.3), p 0.341 — 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

ふぇに (Rank 36)2026/10/1893633.3%
hihoyoho (Rank 31)2026/10/1786275.0%
SHUSHUSHU (Rank 30)2026/10/1785362.5%
ジギングくん (Rank 36)2026/10/15105550.0%
ibusys (Rank 31)2026/10/101310376.9%
ガリバー (Rank 32)2026/10/082318578.3%
LEO (Rank 35)2026/10/02147750.0%
りゅうのすけ (Rank 31)2026/09/3084450.0%
hot-milk-www (Rank 30)2026/09/22107370.0%
Phrazes_For_The_Young (Rank 34)2026/09/15137653.9%
画面見てないマン (Rank 33)2026/09/08121118.3%
nakashi-man (Rank 30)2026/09/08167943.8%
ATSUSHI (Rank 31)2026/09/0394544.4%
おるが@のびしろF (Rank 29)2026/08/25138561.5%
鳩男 (Rank 31)2026/08/191981142.1%
イチゲン (Rank 29)2026/08/0494544.4%
sergei_yamada (Rank 32)2026/07/27123925.0%
マクシミリアン15世 (Rank 30)2026/07/2582625.0%
curry_1976 (Rank 29)2026/07/25147750.0%
会長さん (Rank 31)2026/07/25106460.0%
misoazy (Rank 29)2026/07/1484450.0%
さいたま梅澤/T.Umezawa (Rank 29)2026/06/27127558.3%
F14-TOMOCAT (Rank 32)2026/06/2795455.6%
肉彦さん☆彡 (Rank 31)2026/06/18147750.0%
openpen (Rank 29)2026/06/1895455.6%

Round openings

Jacky

Career
5,460–5,728 · 48.8%
This season
1,617 matches · 48.1%
Peak rank
34

First hit in 54.9% of 5,776 rounds. Won 53.0% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 67.3% of rounds, against 59.4% in their other rounds.
  • Against Wolf: waits first in 10.1% of rounds, against 4.8% against everyone else.
  • After opening the round before by backing off: backs off first in 38.4% of rounds, against 31.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 1.3% of rounds, against 0.4% after anything else.
  • After winning a round: waits first in 8.6% of rounds, against 3.6% after losing one.
  • When ahead: waits first in 9.3% of rounds, against 3.9% when level or behind.
  • In round 1: opens with “6P Middle Smash” in 36.8% of rounds, against 26.7% in their other rounds.
  • Against Taka: opens with “P punch” in 17.8% of rounds, against 5.6% against everyone else.
  • On Rectangle stages: opens with “6P Middle Smash” in 35.7% of rounds, against 28.7% on the other stages.
  • After opening the round before with “6P Middle Smash”: opens with “6P Middle Smash” in 30.6% of rounds, against 24.9% after anything else.
  • After losing a round: opens with “6P Middle Smash” in 31.7% of rounds, against 21.5% after winning one.
  • When ahead: opens with “P punch” in 8.4% of rounds, against 4.8% when level or behind.

How is this tested?

Middle Smash6P1,69429.2%
backdash into guardG77813.4%
Low Spin Kick1K+G into guardG4057.0%
punchP3405.8%
Low Spin Kick1K+G3295.7%
backdash into Low Spin Kick1K+G2915.0%
backdash into Spin Heel Sword4K+G2844.9%
Spin Heel Sword4K+G1933.3%
guardG1572.7%
Groin Kick6K+G1111.9%
backdash into backward movement931.6%
Low Spin Kick1K+G into evade down771.3%
backdash into Long Stride Back Knuckle4P+K631.1%
punchP into forward dash470.8%
backdash into Slant Back Knuckle1P420.7%

160 further openings account for the other 905 rounds.

Counted from 1,436 of the 1,617 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
Jacky55–39 · 59%38–27 · 58%+0.1
Akira40–44 · 48%25–29 · 46%+4.7
Pai60–35 · 63%12–22 · 35%+24.1
Wolf35–35 · 50%13–18 · 42%+7.9
Jeffry37–30 · 55%15–26 · 37%+24.4
Goh21–30 · 41%6–13 · 32%too few to test
Kage20–33 · 38%5–9 · 36%too few to test
Sarah24–21 · 53%8–10 · 44%too few to test
El Blaze16–22 · 42%3–10 · 23%too few to test
Shun23–25 · 48%3–7 · 30%too few to test
Lau18–17 · 51%7–4 · 64%too few to test
Jean7–22 · 24%8–12 · 40%too few to test
Lion18–16 · 53%9–4 · 69%too few to test
Brad19–16 · 54%4–8 · 33%too few to test
Aoi15–15 · 50%6–6 · 50%too few to test
Vanessa23–19 · 55%3–2 · 60%too few to test
Eileen7–13 · 35%6–3 · 67%too few to test
Lei Fei5–9 · 36%9–4 · 69%too few to test
Taka4–11 · 27%5–6 · 45%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.

181 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