VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jacky

GreenJacky

  • Akira
  • Jeffry
Career matches13,280
Career win rate49.2%
Round win rate50.4%
Peak rank34
Distinct opponents320
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1651 #1,047 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

Jacky3410,2335,0165,21749.0%
Akira251,84389794648.7%
Jeffry2761531030550.4%
Wolf—50125424750.7%
Lau—64392560.9%
Kage—2417770.8%

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

2,950 of 3,728 rounds counted

9.6 inputs a second (578 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.65782,927
Akira12.575313
Jeffry7.041710

By opponent's character

Akira10.0601398
Jacky9.8587382
Goh9.4562246
Wolf9.6576255
Jean9.1548163
Jeffry9.2553179
Brad9.758387
Shun9.6573182
Sarah9.1547132
Kage9.7583145
Pai9.6576126
Vanessa9.456151
Lau10.2610100
Lion9.456397
Aoi9.7584131
El Blaze10.059872
Eileen9.657489
Lei Fei9.556847
Taka10.160839
Dural10.462229

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

Akira123675654.5%+3.5
Jacky102544852.9%+4.5
Goh75373849.3%-3.4
Wolf70343648.6%-3.9
Jean56213537.5%-12.4
Jeffry55282750.9%+2.0
Brad51252649.0%-5.4
Shun46262056.5%+4.2
Sarah39162341.0%-9.3
Kage38251365.8%+14.6
Pai38211755.3%+2.3
Vanessa33112233.3%-17.1
Lau32161650.0%+0.2
Lion32211165.6%+13.1
Aoi31171454.8%+4.4
El Blaze29121741.4%-5.8
Eileen2112957.1%+5.2
Lei Fei21111052.4%+5.0
Taka137653.9%+1.9
Dural73442.9%-1.3

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

Single Wall101534852.5%+3.8
Full Fence100485248.0%-5.2
Breakable Full Fence99544554.5%+2.4
Octagon99475247.5%-4.6
Rectangle90444648.9%-2.3
Low Fence85404547.1%-4.7
Breakable Half Fence83453854.2%+3.8
Open83404348.2%-3.1
Half Fence82463656.1%+7.2
Full Fence and Open47252253.2%+3.5

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
Walls55351.4%51.4%-0.0
No walls26949.4%50.4%-0.9

Walls against open: +0.9 points (95% range -6.6 to +8.4), p 0.818 — 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

diev80 (Rank 32)2026/10/1295455.6%
elf4sale (Rank 30)2026/10/11127558.3%
AX_Booster (Rank 31)2026/10/1185362.5%
Hi:D (Rank 33)2026/10/11114736.4%
tamaneen (Rank 32)2026/10/1163350.0%
n-nova06 (Rank 33)2026/10/1162433.3%
ふぇに (Rank 35)2026/10/111410471.4%
おるが@のびしろF (Rank 32)2026/10/1165183.3%
nanami.madogiwa (Rank 35)2026/10/0791811.1%
JOHNFLOE (Rank 30)2026/10/0775271.4%
legend0219 (Rank 29)2026/10/0395455.6%
juste (Rank 31)2026/10/0392722.2%
La@Stea☆ (Rank 29)2026/10/0395455.6%
kampfarkz (Rank 34)2026/09/2962433.3%
クロサギ@はなちゃん (Rank 30)2026/09/1876185.7%
windowkhs (Rank 27)2026/09/18106460.0%
dr5046_ryo (Rank 30)2026/09/1763350.0%
AOEアオイ (Rank 33)2026/09/1791811.1%
shironeko-hi (Rank 30)2026/09/1461516.7%
NO-NAMENANASI774 (Rank 32)2026/09/0391811.1%
T_munetora (Rank 27)2026/08/0464266.7%
NewRaulyokoyoko (Rank 27)2026/04/2484450.0%
구닥스트렌져 (Rank 31)2026/04/2471614.3%
sraosha1 (Rank 27)2026/04/2429191065.5%
AnchorMan (Rank 29)2026/04/21115645.5%

Round openings

Every character

crouch into Low Spin Kick1K+G54517.3%
forward movement into punchP43213.7%
backdash into Spin Heel Sword4K+G2949.3%
forward movement into Jab StraightPP1344.3%
forward movement into Punch High KickPK1143.6%
Middle Smash6P963.0%
crouch dash forward into High Angle Upper Kick6K812.6%
Slant Back Knuckle1P into Rage Kick1PK732.3%
Dash Hammer Kick66K702.2%
backdash into High Angle Upper Kick6K541.7%
crouch dash forward into Dash Hammer Kick66K431.4%
forward dash into evade up411.3%
Step-in Middle Kick66K+G391.2%
Slide Shuffle (Deflect)4P+K+G into punchP300.9%
backdash into evade down300.9%

265 further openings account for the other 1,070 rounds.

Counted from 771 of the 912 matches played. The rest were not pulled for openings.

Jacky

Career
5,016–5,217 · 49.0%
This season
906 matches · 50.9%
Peak rank
34

First hit in 49.4% of 3,106 rounds. Won 55.0% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 35.2% of rounds, against 17.3% in their other rounds.
  • Against Wolf: attacks straight away in 31.5% of rounds, against 16.7% against everyone else.
  • On Full Fence and Open stages: waits first in 29.5% of rounds, against 21.2% on the other stages.
  • After opening the round before by attacking: attacks straight away in 26.5% of rounds, against 16.6% after anything else.
  • After losing a round: waits first in 20.8% of rounds, against 13.7% after winning one.
  • When behind: waits first in 20.6% of rounds, against 14.7% when ahead or level.
  • In round 1: opens with “crouch into 1K+G Low Spin Kick” in 32.8% of rounds, against 12.5% in their other rounds.
  • Against Sarah: opens with “forward movement into P punch” in 28.5% of rounds, against 13.2% against everyone else.
  • After opening the round before with “forward movement into PP Jab Straight”: opens with “forward movement into P punch” in 25.7% of rounds, against 12.4% after anything else.
  • After losing a round: opens with “crouch into 1K+G Low Spin Kick” in 15.6% of rounds, against 9.3% after winning one.
  • When behind: opens with “crouch into 1K+G Low Spin Kick” in 15.9% of rounds, against 10.1% when ahead or level.

How is this tested?

crouch into Low Spin Kick1K+G54517.4%
forward movement into punchP43013.8%
backdash into Spin Heel Sword4K+G2949.4%
forward movement into Jab StraightPP1344.3%
forward movement into Punch High KickPK1143.6%
Middle Smash6P963.1%
crouch dash forward into High Angle Upper Kick6K812.6%
Slant Back Knuckle1P into Rage Kick1PK732.3%
Dash Hammer Kick66K702.2%
backdash into High Angle Upper Kick6K541.7%
crouch dash forward into Dash Hammer Kick66K431.4%
forward dash into evade up411.3%
Step-in Middle Kick66K+G391.2%
Slide Shuffle (Deflect)4P+K+G into punchP301.0%
backdash into evade down301.0%

250 further openings account for the other 1,049 rounds.

Counted from 765 of the 906 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
Akira29–25 · 54%20–18 · 53%-9.1
Jacky26–19 · 58%11–9 · 55%too few to test
Goh21–21 · 50%11–12 · 48%too few to test
Wolf16–16 · 50%8–5 · 62%too few to test
Jeffry16–17 · 48%8–6 · 57%too few to test
Jean13–24 · 35%1–7 · 12%too few to test
Brad13–17 · 43%3–7 · 30%too few to test
Shun13–12 · 52%7–6 · 54%too few to test
Pai11–9 · 55%7–7 · 50%too few to test
Vanessa8–12 · 40%3–7 · 30%too few to test
Sarah12–13 · 48%1–2 · 33%too few to test
Kage12–7 · 63%4–4 · 50%too few to test
Lau10–7 · 59%4–2 · 67%too few to test
Aoi8–7 · 53%6–5 · 55%too few to test
Lion11–6 · 65%4–3 · 57%too few to test
El Blaze7–6 · 54%4–7 · 36%too few to test
Lei Fei5–4 · 56%3–4 · 43%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.

141 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?

Akira

Career
897–946 · 48.7%
This season
3 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chouyoushu1P215.4%
Senzankou66P+K into throwP+G215.4%
forward movement into punchP215.4%
Rimon Chouchu66P17.7%
backdash into Jouho Senshou46P17.7%
crouch dash forward into Ekishou3P17.7%
evade down into Jouho Touken6P17.7%
forward dash into Rimon Chouchu66P17.7%
forward dash into Souka Housui3P+K17.7%
forward dash into forward, back punch+kick64P+K17.7%

Jeffry

Career
310–305 · 50.4%
This season
3 matches · 33.3%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Ducking Low2K+G550.0%
Ducking Low2K+G110.0%
evade up into guardG110.0%
forward movement into Combo Pile BunkerPKP110.0%
forward movement into Double Knuckle~UpperPPP110.0%
punchP into Double KnucklePP110.0%

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: 11 of 16 tests hold up
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)