VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

フルレバ

  • Jeffry
Career matches17,863
Career win rate50.2%
Round win rate50.4%
Peak rank37
Distinct opponents540
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1752 #565 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

Jacky3717,1478,5978,55050.1%
Jeffry3071636834851.4%

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

9,313 of 11,188 rounds counted

6.3 inputs a second (381 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.33819,313

By opponent's character

Akira6.43861,171
Jacky6.7399924
Lion6.4386675
Goh6.2375735
Sarah6.2369585
Brad6.2371649
Kage6.2373517
Lau6.6395585
Jean6.3377471
Pai6.6395492
Aoi6.1368402
Vanessa6.1368404
Jeffry6.3378356
Lei Fei6.3378363
Wolf6.2371386
El Blaze6.3377277
Taka6.1364129
Shun6.337688
Dural6.539062
Eileen6.036042

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

Akira33417815653.3%+3.3
Jacky26012913149.6%-2.3
Lion23211811450.9%+1.4
Goh2011099254.2%+5.0
Sarah189949549.7%-0.4
Brad163828150.3%+2.7
Kage162729044.4%-2.6
Lau161709143.5%-5.2
Jean142855759.9%+8.0
Pai138667247.8%-4.9
Aoi130557542.3%-8.5
Vanessa125537242.4%-4.3
Jeffry123735059.4%+6.0
Lei Fei111634856.8%+4.9
Wolf111624955.9%+4.6
El Blaze97445345.4%-10.3
Taka39162341.0%-5.4
Shun30171356.7%+8.7
Dural147750.0%-7.9
Eileen1321115.4%-31.2

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

Open30613617044.4%-5.5
Full Fence29614615049.3%-0.6
Half Fence29415913554.1%+3.8
Single Wall29415713753.4%+3.4
Breakable Half Fence27014112952.2%+3.4
Rectangle27013913151.5%+0.9
Low Fence26913913051.7%+1.1
Breakable Full Fence25512313248.2%-2.4
Octagon24811613246.8%-3.9
Full Fence and Open139736652.5%+1.5

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
Walls1,63350.5%50.2%+0.3
No walls86949.7%50.1%-0.4

Walls against open: +0.6 points (95% range -3.4 to +4.7), p 0.758 — 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

しょべるん (Rank 39)2026/10/1830111936.7%
montanmo (Rank 37)2026/10/171981142.1%
ピーエス (Rank 37)2026/10/162271531.8%
ぷこ (Rank 38)2026/10/1627151255.6%
俺様バーンズ (Rank 37)2026/10/152115671.4%
banjar (Rank 38)2026/10/141861233.3%
CRY-xxBABYxx (Rank 37)2026/10/1433151845.5%
ankocat2 (Rank 37)2026/10/1325111444.0%
becks_r3 (Rank 36)2026/10/132112957.1%
ゲッパー (Rank 38)2026/10/1238172144.7%
きよ丸 (Rank 36)2026/10/1135231265.7%
うるヲ参拾 (Rank 39)2026/10/1121111052.4%
DJG10159 (Rank 36)2026/10/112972224.1%
かべごん (Rank 38)2026/10/1124111345.8%
Phrazes_For_The_Young (Rank 35)2026/10/112014670.0%
小名浜DC (Rank 37)2026/10/1123121152.2%
a.k.aとりてん (Rank 38)2026/10/1036162044.4%
B軍団 (Rank 36)2026/10/0928111739.3%
五寸釘くん (Rank 35)2026/10/091981142.1%
お~ちゃん (Rank 34)2026/10/0654262848.1%
LEO (Rank 36)2026/10/062114766.7%
ふぇに (Rank 32)2026/09/1436231363.9%
影虎 (Rank 34)2026/09/112115671.4%
貧乏リオン/binboulion (Rank 37)2026/08/3043271662.8%
타우끼/taukee (Rank 35)2026/07/2643311272.1%

Round openings

Every character

forward movement into punchP1,35213.1%
Dash Hammer Kick66K1,33312.9%
Middle Spin Kick46K+G7647.4%
Slant Back Knuckle1P6626.4%
forward dash into High Angle Upper Kick6K3893.8%
Dash Hammer Kick66K into forward dash3653.5%
Slant Back Knuckle1P into kickK2722.6%
crouch dash forward into Beat Spin KickP+KK2062.0%
Spin Heel Sword4K+G1841.8%
guardG into punchP1771.7%
crouch dash forward into Body Blow3P+K1521.5%
evade down into punchP1511.5%
Low Spin Kick1K+G1441.4%
backward movement into Groin Kick6K+G1371.3%
High Angle Upper Kick6K into forward dash1321.3%

348 further openings account for the other 3,936 rounds.

Counted from 2,564 of the 2,775 matches played. The rest were not pulled for openings.

Jacky

Career
8,597–8,550 · 50.1%
This season
2,767 matches · 50.3%
Peak rank
37

First hit in 45.2% of 10,258 rounds. Won 54.6% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 66.4% of rounds, against 44.9% in their other rounds.
  • Against Goh: backs off first in 18.0% of rounds, against 5.9% against everyone else.
  • On Full Fence and Open stages: backs off first in 9.2% of rounds, against 6.7% on the other stages.
  • After opening the round before by evading: evades first in 12.8% of rounds, against 4.7% after anything else.
  • After the opponent opened the round before by attacking: attacks straight away in 48.3% of rounds, against 43.1% after anything else.
  • After winning a round: moves in first in 43.6% of rounds, against 27.6% after losing one.
  • When ahead: moves in first in 40.8% of rounds, against 32.2% when level or behind.
  • In round 1: opens with “66K Dash Hammer Kick” in 23.1% of rounds, against 9.6% in their other rounds.
  • Against Jacky: opens with “forward movement into P punch” in 21.7% of rounds, against 12.0% against everyone else.
  • On Rectangle stages: opens with “46K+G Middle Spin Kick” in 9.8% of rounds, against 7.1% on the other stages.
  • After opening the round before with “66K Dash Hammer Kick”: opens with “66K Dash Hammer Kick” in 14.9% of rounds, against 8.7% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 20.3% of rounds, against 9.6% after losing one.
  • When ahead: opens with “forward movement into P punch” in 19.3% of rounds, against 12.7% when level or behind.

How is this tested?

forward movement into punchP1,33913.0%
Dash Hammer Kick66K1,33312.9%
Middle Spin Kick46K+G7647.4%
Slant Back Knuckle1P6626.4%
forward dash into High Angle Upper Kick6K3893.8%
Dash Hammer Kick66K into forward dash3653.5%
Slant Back Knuckle1P into kickK2722.6%
crouch dash forward into Beat Spin KickP+KK2062.0%
Spin Heel Sword4K+G1841.8%
guardG into punchP1771.7%
crouch dash forward into Body Blow3P+K1521.5%
evade down into punchP1501.4%
Low Spin Kick1K+G1441.4%
backward movement into Groin Kick6K+G1371.3%
High Angle Upper Kick6K into forward dash1321.3%

339 further openings account for the other 3,918 rounds.

Counted from 2,556 of the 2,767 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
Akira110–85 · 56%47–45 · 51%+4.1
Jacky66–66 · 50%46–36 · 56%-5.9
Lion69–67 · 51%33–32 · 51%+0.5
Goh61–51 · 54%26–24 · 52%+2.7
Sarah55–63 · 47%26–20 · 57%-9.4
Brad44–47 · 48%25–26 · 49%+1.3
Lau25–44 · 36%25–32 · 44%-8.3
Kage41–37 · 53%11–27 · 29%+23.6
Jean45–26 · 63%22–18 · 55%+6.6
Pai41–37 · 53%17–18 · 49%+0.9
Aoi31–40 · 44%17–21 · 45%+3.0
Jeffry37–31 · 54%24–13 · 65%-9.9
Vanessa30–44 · 41%12–20 · 38%+3.9
Wolf35–25 · 58%21–14 · 60%+0.1
El Blaze20–38 · 34%19–12 · 61%-26.4
Lei Fei30–26 · 54%15–13 · 54%too few to test
Taka9–10 · 47%4–6 · 40%too few to test
Shun10–9 · 53%6–2 · 75%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.

211 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?

Jeffry

Career
368–348 · 51.4%
This season
8 matches · 50.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1340.6%
Knee Push4K412.5%
forward dash into Elbow Butt6P412.5%
Ducking Low2K+G26.2%
Hammer Slide1P26.2%
forward movement into Double KnucklePP26.2%
Destruction WaveK+G13.1%
Side Kick3K into guardG13.1%
evade down into punchP13.1%
forward dash into Dash Elbow66P13.1%
guardG into Knee Push4K13.1%

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