VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

mikumoJacky

Career matches10,641
Career win rate49.3%
Round win rate48.8%
Peak rank35
Distinct opponents298
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1670 #951 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

Jacky3510,6415,2485,39349.3%

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

3,661 of 4,274 rounds counted

8.5 inputs a second (508 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.55083,661

By opponent's character

Jacky8.8526426
Jean8.2491325
Wolf8.7524320
Pai8.9534284
Akira8.9534272
Sarah8.0480251
Jeffry8.3498205
Lion8.5512234
Goh8.7523170
Lau8.5510174
Brad8.5512191
Kage8.1488160
Aoi8.6515158
Shun8.1486139
Vanessa7.9476124
Lei Fei8.148971
El Blaze7.544956
Taka8.248964
Dural8.953721
Eileen8.249216

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

Jacky126596746.8%-2.8
Jean96474949.0%+2.0
Wolf88424647.7%-3.0
Pai84483657.1%+10.8
Akira81463556.8%+6.1
Sarah78285035.9%-11.4
Jeffry65323349.2%+1.2
Lion65333250.8%+6.8
Goh52292355.8%+8.4
Lau52252748.1%-2.6
Brad50222844.0%-2.7
Kage42202247.6%+0.7
Aoi41182343.9%-4.5
Shun39211853.9%+3.6
Vanessa37162143.2%-3.0
Lei Fei2291340.9%-3.6
El Blaze2021810.0%-37.9
Taka1911857.9%+6.7
Dural63350.0%+1.4
Eileen43175.0%+17.1

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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 Half Fence130785260.0%+13.7
Full Fence124596547.6%+0.2
Open117546346.1%-1.5
Breakable Full Fence114565849.1%+0.1
Single Wall102426041.2%-7.8
Low Fence101515050.5%+2.6
Half Fence99445544.4%-4.5
Octagon97465147.4%-0.5
Rectangle79364345.6%-2.7
Full Fence and Open56282850.0%+1.2

1 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
Walls64349.6%48.1%+1.5
No walls32045.9%47.9%-2.0

Walls against open: +3.5 points (95% range -3.2 to +10.1), p 0.307 — 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

JoonJoon (Rank 35)2026/10/17125741.7%
インド人を右に (Rank 35)2026/10/17147750.0%
クレウル (Rank 34)2026/10/16116554.5%
じゃんぬ兄(公認) (Rank 37)2026/10/16124833.3%
拳四郎 (Rank 36)2026/10/1693633.3%
都筑まもる君 (Rank 31)2026/10/151511473.3%
ワクワク (Rank 35)2026/10/1422101245.5%
jinjin (Rank 32)2026/10/14116554.5%
∈挙動不審∋ (Rank 32)2026/10/141812666.7%
Phrazes_For_The_Young (Rank 34)2026/10/13100100.0%
たあぼさん (Rank 36)2026/10/12105550.0%
ぷこ (Rank 37)2026/10/122113861.9%
B軍団 (Rank 35)2026/10/06115645.5%
ふぇに (Rank 35)2026/10/06125741.7%
abcdkazu1986 (Rank 36)2026/10/04114736.4%
ツッチー (Rank 36)2026/09/28124833.3%
nanami.madogiwa (Rank 31)2026/09/15179852.9%
お~ちゃん (Rank 34)2026/09/15124833.3%
どろパイ (Rank 30)2026/09/14146842.9%
へっぽこラウ (Rank 35)2026/09/13115645.5%
黒シャツ (Rank 32)2026/09/10116554.5%
小名浜DC (Rank 36)2026/09/0993633.3%
BANANA (Rank 31)2026/09/0294544.4%
ちょいそる (Rank 34)2026/08/03117463.6%
くろね@のびしろF (Rank 33)2026/06/22117463.6%

Round openings

Jacky

Career
5,248–5,393 · 49.3%
This season
1,067 matches · 48.2%
Peak rank
35

First hit in 46.0% of 3,865 rounds. Won 50.5% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 19.7% of rounds, against 13.8% in their other rounds.
  • Against Lion: evades first in 42.8% of rounds, against 11.0% against everyone else.
  • After opening the round before by evading: evades first in 27.3% of rounds, against 10.4% after anything else.
  • After losing a round: waits first in 16.5% of rounds, against 11.4% after winning one.
  • In round 1: opens with “crouch into 1K+G Low Spin Kick” in 8.4% of rounds, against 4.3% in their other rounds.
  • Against Lion: opens with “6P Middle Smash” in 16.6% of rounds, against 3.3% against everyone else.
  • On Breakable Half Fence stages: opens with “backdash into evade up” in 27.6% of rounds, against 19.3% on the other stages.
  • After opening the round before with “6P Middle Smash”: opens with “6P Middle Smash” in 13.9% of rounds, against 4.5% after anything else.
  • After losing a round: opens with “crouch into 1K+G Low Spin Kick” in 5.7% of rounds, against 2.9% after winning one.
  • When behind: opens with “crouch into 1K+G Low Spin Kick” in 5.6% of rounds, against 3.4% when ahead or level.

How is this tested?

backdash into evade up79920.5%
backdash into punchP3428.8%
crouch into Low Spin Kick1K+G2085.3%
guardG1594.1%
Middle Smash6P1584.1%
backdash into Spin Heel Sword4K+G1052.7%
evade down into guardG842.2%
Slant Back Knuckle1P681.8%
crouch dash forward into guardG641.6%
backward movement into evade up631.6%
backdash into throwP+G561.4%
backdash into Rage Kick1PK541.4%
evade up into crouch dash forward541.4%
backdash into Long Stride Back Knuckle4P+K511.3%
backdash into Double Back Knuckle4PP501.3%

241 further openings account for the other 1,579 rounds.

Counted from 969 of the 1,067 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
Jacky30–36 · 45%14–21 · 40%+3.7
Jean27–25 · 52%12–15 · 44%too few to test
Pai25–20 · 56%12–11 · 52%too few to test
Sarah18–21 · 46%7–16 · 30%too few to test
Wolf23–20 · 53%12–16 · 43%too few to test
Akira35–26 · 57%4–4 · 50%too few to test
Lion17–19 · 47%11–5 · 69%too few to test
Jeffry16–12 · 57%9–11 · 45%too few to test
Lau16–13 · 55%6–8 · 43%too few to test
Brad10–14 · 42%7–9 · 44%too few to test
Goh10–12 · 45%14–5 · 74%too few to test
Aoi12–14 · 46%5–6 · 45%too few to test
Kage15–14 · 52%2–5 · 29%too few to test
Shun9–10 · 47%9–7 · 56%too few to test
Vanessa8–10 · 44%5–9 · 36%too few to test
Lei Fei8–10 · 44%1–1 · 50%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.

98 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 (17 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: 10 of 17 tests hold up