VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

kinchan0421

Career matches323
Career win rate65.6%
Round win rate60.4%
Peak rank30
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1518 #1,882 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

Jacky3032321211165.6%

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

517 of 517 rounds counted

12.5 inputs a second (753 a minute) this season. Faster than 100% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky12.5753517

By opponent's character

Jeffry12.474780
Akira12.776061
Jacky12.574844
Wolf13.480638
Pai12.273040
Shun12.373732
Aoi12.776228
Brad12.775922
El Blaze12.374019
Kage12.374122
Lau12.575220
Lion12.575219
Taka12.876520
Jean12.574817
Sarah12.373714
Vanessa12.574817
Goh12.876813
Lei Fei12.67588
Eileen11.97133

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

Jeffry2012860.0%-13.1
Akira159660.0%-10.6
Jacky1210283.3%+12.2
Wolf106460.0%-10.8
Pai97277.8%+8.1
Shun96366.7%-6.5
Aoi75271.4%-1.7
Brad53260.0%-9.3
El Blaze54180.0%+16.2
Kage550100.0%+34.8
Lau5050.0%-67.7
Lion550100.0%+26.4
Taka54180.0%+12.7
Jean42250.0%-16.5
Sarah43175.0%+11.6
Vanessa440100.0%+25.2
Goh330100.0%+33.0
Lei Fei220100.0%+32.5
Eileen110100.0%+23.8

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

Rectangle2015575.0%+2.3
Octagon1912763.2%-3.0
Half Fence178947.1%-28.7
Breakable Half Fence149564.3%-11.2
Single Wall129375.0%+6.6
Breakable Full Fence119281.8%+14.7
Full Fence96366.7%+2.2
Full Fence and Open97277.8%+6.7
Open74357.1%-21.2
Low Fence440100.0%+35.2

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
Walls9065.6%70.1%-4.5
No walls2373.9%71.0%+2.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

hahaha (Rank 27)2026/06/04220100.0%
泉岳寺かもめ (Rank 30)2026/06/04220100.0%
Light (Rank 32)2026/06/0431233.3%
雷電 (Rank 31)2026/06/0421150.0%
コナモン@konamon4119 (Rank 27)2026/06/0443175.0%
SAMCHAY® (Rank 30)2026/06/04220100.0%
オムレツハンター© (Rank 32)2026/06/0421150.0%
Roki_ryudoukan (Rank 32)2026/06/02220100.0%
ななちゃん (Rank 29)2026/06/022020.0%
ヨーグルト (Rank 31)2026/05/312020.0%
wakakoma_s (Rank 27)2026/05/2631233.3%
yagio130r (Rank 24)2026/05/2632166.7%
marble-w03 (Rank 26)2026/05/26220100.0%
EVOyan (Rank 28)2026/05/26220100.0%
nyu_necoginjo (Rank 27)2026/05/2621150.0%
souchou_hakahori (Rank 26)2026/05/26220100.0%
てんてん (Rank 24)2026/05/24220100.0%
tatsuya_doragon8741 (Rank 27)2026/05/2421150.0%
fdjskjfsdls (Rank 27)2026/05/2431233.3%
chibo (Rank 23)2026/05/24220100.0%
かつや (Rank 21)2026/05/20220100.0%
AOEアオイ (Rank 26)2026/05/20220100.0%
りゃ~ん (Rank 21)2026/05/19220100.0%
apii3027 (Rank 13)2026/05/17220100.0%
Ricky (Rank 2)2026/05/17220100.0%

Round openings

Jacky

Career
212–111 · 65.6%
This season
130 matches · 70.0%
Peak rank
30

First hit in 47.8% of 515 rounds. Won 63.4% of the rounds they struck first, 57.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down468.9%
punchP into Punch High KickPK458.7%
Jab StraightPP into Jab Double StraightPPP285.4%
Squat Straight2P244.6%
Middle Smash6P193.7%
punchP into Jab StraightPP193.7%
backdash into throw escape163.1%
forward dash into Low Spin Kick1K+G163.1%
backdash into Slide Shuffle (Deflect)4P+K+G142.7%
evade down into throw escape142.7%
crouch dash forward into throw escape122.3%
crouch dash back into backdash101.9%
Dash Hammer Kick66K91.7%
Slant Back Knuckle1P81.5%
backdash into punchP81.5%

117 further openings account for the other 231 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry7–6 · 54%4–2 · 67%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

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 (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: 0 of 14 tests hold up