VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

MKS

Career matches2,183
Career win rate43.5%
Round win rate45.3%
Peak rank24
Distinct opponents87
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1268 #3,245 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

Jacky242,1839501,23343.5%

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

722 of 722 rounds counted

6.0 inputs a second (359 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.0359722

By opponent's character

Akira5.8345119
Wolf6.338181
Jacky6.136681
Pai5.835170
Shun5.834657
Kage5.734448
Goh6.639543
Jeffry6.237135
Lion5.835137
Aoi5.734325
Brad6.237422
Sarah7.042127
El Blaze5.935215
Lau5.130814
Lei Fei5.734316
Jean5.533313
Dural5.43258
Eileen5.93573
Taka7.34414
Vanessa5.63354

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

Akira2920969.0%+22.5
Wolf2171433.3%-3.1
Jacky2081240.0%-4.8
Pai1951426.3%-10.3
Shun157846.7%-3.4
Kage112918.2%-23.8
Goh103730.0%-3.2
Jeffry94544.4%+2.2
Lion95455.6%+10.2
Aoi74357.1%+12.1
Brad62433.3%-23.0
Sarah65183.3%+32.8
El Blaze41325.0%-17.7
Lau42250.0%+9.0
Lei Fei42250.0%+3.2
Jean32166.7%+11.1
Dural2020.0%-31.6
Eileen1010.0%-6.4
Taka1010.0%-68.9
Vanessa1010.0%-23.4

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

Octagon3582722.9%-20.8
Low Fence28111739.3%+0.4
Single Wall2291340.9%-1.3
Full Fence1912763.2%+19.4
Half Fence1661037.5%-8.2
Breakable Half Fence157846.7%+8.8
Breakable Full Fence139469.2%+14.1
Open135838.5%-7.3
Rectangle115645.5%+5.7
Full Fence and Open74357.1%+5.2

1 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10943.1%43.4%-0.2
No walls6339.7%41.3%-1.7

Walls against open: +1.4 points (95% range -13.2 to +16.0), p 0.849 — 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

上海雑技団 (Rank 21)2026/10/1841325.0%
AiokometeZ (Rank 24)2026/10/18104640.0%
FreddieKing (Rank 27)2026/10/1621150.0%
みらめたる (Rank 21)2026/10/1254180.0%
neco (Rank 23)2026/10/044040.0%
maniaki (Rank 25)2026/10/0352340.0%
y.o.y (Rank 21)2026/10/0252340.0%
なっちゃんねる (Rank 27)2026/09/283030.0%
M&E (Rank 23)2026/09/25220100.0%
GrandoBrando (Rank 21)2026/09/25440100.0%
O.J.A (Rank 21)2026/09/2465183.3%
Marooned (Rank 23)2026/09/24440100.0%
zxyzguy (Rank 23)2026/09/2483537.5%
格雷希欧 (Rank 24)2026/09/2221150.0%
G13 (Rank 21)2026/09/172020.0%
失礼!スマッシュ☆彡 (Rank 26)2026/09/153030.0%
ありがとナス (Rank 27)2026/09/132020.0%
Cooljerk (Rank 21)2026/09/0865183.3%
千種うるふ(nomore) (Rank 27)2026/09/074040.0%
hitokabe2003 (Rank 23)2026/09/0432166.7%
김치 (Rank 23)2026/09/0332166.7%
yasai (Rank 22)2026/09/03220100.0%
HaseMasa (Rank 25)2026/09/033030.0%
你是来拉屎的吗 (Rank 21)2026/09/03220100.0%
女子中学生@Vtuber (Rank 21)2026/08/18440100.0%

Round openings

Jacky

Career
950–1,233 · 43.5%
This season
182 matches · 43.4%
Peak rank
24

First hit in 45.9% of 634 rounds. Won 50.9% of the rounds they struck first, 41.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG9515.0%
Middle Spin Kick46K+G416.5%
crouch into Low Spin Kick1K+G294.6%
Slant Back Knuckle1P into Rage Kick1PK264.1%
Slide Shuffle (Deflect)4P+K+G253.9%
Beat KnuckleP+K into Beat Spin KickP+KK243.8%
Jab StraightPP into Jab Double StraightPPP243.8%
guardG into throw escape223.5%
guardG into Rage Kick1PK203.1%
guardG into Spinning Arm Kick4PK182.8%
Spinning Back Knuckle4P into Spinning Arm Kick4PK162.5%
Slide Shuffle (Deflect)4P+K+G into crouch152.4%
guardG into throwP+G142.2%
Dash Hammer Kick66K132.0%
Low Spin Kick1K+G121.9%

108 further openings account for the other 240 rounds.

Counted from 162 of the 182 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
Akira12–3 · 80%6–3 · 67%too few to test
Wolf5–9 · 36%2–5 · 29%too few to test
Jacky1–9 · 10%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.

20 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 (15 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: 0 of 15 tests hold up