VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ship-s-dmc

Career matches1,247
Career win rate57.3%
Round win rate52.0%
Peak rank38
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1779 #449 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

Jacky381,24771553257.3%

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

821 of 821 rounds counted

8.7 inputs a second (522 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.7522821

By opponent's character

Akira9.0539119
Jean8.5512121
Jacky8.853079
Wolf8.752477
Pai8.048252
Brad8.551243
Kage8.853144
Lau9.355934
Lion8.450541
Sarah8.551235
El Blaze8.450231
Goh8.550931
Aoi8.450229
Jeffry9.154826
Shun9.859018
Vanessa8.148725
Lei Fei9.456111
Taka8.65185

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

Akira29191065.5%+6.2
Jean28171160.7%+6.4
Jacky2081240.0%-13.5
Wolf1913668.4%+7.3
Pai127558.3%+14.6
Brad114736.4%-26.3
Kage115645.5%-6.5
Lau103730.0%-17.2
Lion109190.0%+33.5
Sarah95455.6%+1.9
El Blaze84450.0%-14.6
Goh85362.5%+5.3
Aoi75271.4%+15.9
Jeffry6060.0%-63.6
Shun54180.0%+16.3
Vanessa53260.0%+12.5
Lei Fei31233.3%-16.1
Taka110100.0%+55.6

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

Open28161257.1%+0.1
Half Fence2415962.5%+8.4
Breakable Full Fence23131056.5%-0.9
Low Fence22111150.0%-7.2
Breakable Half Fence21101147.6%-6.0
Single Wall2091145.0%-16.2
Rectangle159660.0%+2.5
Full Fence1310376.9%+21.5
Octagon126650.0%-5.2
Full Fence and Open74357.1%+7.7

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
Walls10858.3%55.7%+2.6
No walls7051.4%57.6%-6.1

Walls against open: +8.8 points (95% range -6.4 to +24.0), p 0.257 — 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

Choi_Akira (Rank 39)2026/10/0843175.0%
MaBoy (Rank 35)2026/10/08139469.2%
jinmenusagi (Rank 42)2026/10/084040.0%
自作マニア@むめい (Rank 38)2026/10/0842250.0%
VF12360-PC (Rank 38)2026/10/0831233.3%
kzkm92678 (Rank 36)2026/10/0832166.7%
B軍団 (Rank 36)2026/10/0663350.0%
abcdkazu1986 (Rank 35)2026/10/0632166.7%
ピーエス (Rank 39)2026/10/0532166.7%
ビルちゃん (Rank 40)2026/10/0542250.0%
ヘニオ (Rank 34)2026/10/0584450.0%
Ka2 (Rank 35)2026/09/2431233.3%
Kenちろ_やってます (Rank 37)2026/09/1832166.7%
ENGLID (Rank 39)2026/09/1693633.3%
マサオチョップの廻天 (Rank 39)2026/09/09127558.3%
Aki (Rank 34)2026/09/0251420.0%
漂泊の民回線ジプシー (Rank 37)2026/09/0232166.7%
のみ (Rank 35)2026/09/0298188.9%
NORESPECT (Rank 37)2026/09/0252340.0%
ぱりぱり (Rank 39)2026/09/0231233.3%
どっせ (Rank 36)2026/08/2186275.0%
うらうちゃん (Rank 35)2026/08/1732166.7%
なめ (Rank 36)2026/08/1732166.7%
kampfarkz (Rank 33)2026/08/0531233.3%
獣王(設定2) (Rank 30)2026/08/0432166.7%

Round openings

Jacky

Career
715–532 · 57.3%
This season
202 matches · 55.9%
Peak rank
38

First hit in 50.3% of 610 rounds. Won 54.1% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 9.9% of rounds, against 1.3% in their other rounds.
  • After winning a round: backs off first in 47.2% of rounds, against 19.9% after losing one.
  • When behind: attacks straight away in 50.6% of rounds, against 36.4% when ahead or level.
  • In round 4 or later: opens with “crouch into 2P Squat Straight” in 7.5% of rounds, against 2.7% in their other rounds.
  • After winning a round: opens with “backdash into evade up” in 10.2% of rounds, against 1.8% after losing one.

How is this tested?

Bil Jee6P+K into forward movement548.8%
backdash into evade up365.9%
backdash into evade down315.1%
Squat Straight2P into forward movement284.6%
crouch into Squat Straight2P243.9%
Jab StraightPP into Jab Double StraightPPP223.6%
backdash into Middle Kick3K223.6%
forward dash into evade up162.6%
Squat Straight2P142.3%
Middle Kick3K132.1%
backdash into Spin Heel Sword4K+G132.1%
forward dash into throwP+G132.1%
forward movement into kickK122.0%
Spin Heel Sword4K+G into forward movement91.5%
backdash into High Angle Upper Kick6K91.5%

122 further openings account for the other 296 rounds.

Counted from 151 of the 202 matches played. The rest were not pulled for openings.

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 (14 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: 5 of 14 tests hold up