VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

DON1031

Career matches3,412
Career win rate48.7%
Round win rate47.1%
Peak rank28
Distinct opponents130
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1448 #2,360 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

Jacky283,4121,6631,74948.7%

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

1,108 of 1,346 rounds counted

6.9 inputs a second (413 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.94131,108

By opponent's character

Akira7.0419128
Wolf6.8411129
Jacky7.041993
Goh6.7404118
Jean7.142495
Aoi6.639465
Sarah7.142667
Lau7.142768
Kage6.740053
Jeffry7.042061
Pai6.840755
Brad7.243433
Vanessa7.142843
Lion6.639735
Shun6.338124
Lei Fei7.243317
El Blaze6.23728
Eileen5.93528
Dural6.13643
Taka7.04205

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

Akira42231954.8%+9.6
Wolf42142833.3%-12.6
Jacky38142436.8%-4.5
Goh32181456.2%+10.9
Jean25101540.0%-6.5
Aoi2071335.0%-4.8
Sarah2091145.0%-2.2
Lau1910952.6%+8.3
Kage1881044.4%+2.8
Jeffry179852.9%+2.5
Pai1761135.3%-13.0
Brad115645.5%-8.4
Vanessa115645.5%+4.2
Lion93633.3%-19.9
Shun74357.1%+20.9
Lei Fei43175.0%+19.3
El Blaze32166.7%+25.7
Eileen21150.0%+16.3
Dural110100.0%+46.3
Taka110100.0%+46.3

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Rectangle54262848.1%+3.6
Half Fence52272551.9%+6.3
Breakable Half Fence43232053.5%+7.5
Low Fence36162044.4%-2.0
Open36171947.2%+3.9
Octagon25101540.0%-6.2
Single Wall24101441.7%-9.7
Breakable Full Fence1841422.2%-22.2
Full Fence167943.8%+3.9
Full Fence and Open168850.0%+11.8

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20846.6%45.4%+1.3
No walls9644.8%46.4%-1.6

Walls against open: +2.9 points (95% range -9.0 to +14.7), p 0.633 — 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

hahaha (Rank 29)2026/10/04103730.0%
いかちゃPC直した (Rank 30)2026/10/0362433.3%
Wonda15426 (Rank 29)2026/10/0341325.0%
orz (Rank 28)2026/09/2823111247.8%
yuzu (Rank 26)2026/09/2464266.7%
ぽん (Rank 30)2026/09/2263350.0%
紫荆一头牛 (Rank 24)2026/09/13440100.0%
BANANA (Rank 30)2026/08/234040.0%
造り酒屋の御曹司 (Rank 25)2026/08/2254180.0%
りてりん (Rank 29)2026/08/2242250.0%
はげまん (Rank 28)2026/08/2242250.0%
タマゴン(GTR) (Rank 29)2026/08/1962433.3%
Gun-Interceptor (Rank 27)2026/08/0552340.0%
XiaoMing.SH (Rank 29)2026/07/2951420.0%
TaKaArAsHi573 (Rank 25)2026/07/2552340.0%
やきそばん (Rank 23)2026/07/2443175.0%
ちび-G (Rank 30)2026/07/237070.0%
무파ZeroBlue (Rank 26)2026/06/2343175.0%
無槪念野獸/무개념야수 (Rank 24)2026/06/1252340.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/06/0864266.7%
xXsoul-childXx (Rank 26)2026/05/3041325.0%
twinsshine (Rank 26)2026/05/274040.0%
shinkita (Rank 21)2026/05/2464266.7%
ロク (Rank 26)2026/05/1852340.0%
伍の人 (Rank 27)2026/04/226060.0%

Round openings

Jacky

Career
1,663–1,749 · 48.7%
This season
339 matches · 45.1%
Peak rank
28

First hit in 42.0% of 1,286 rounds. Won 50.0% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • Against Jacky: waits first in 11.8% of rounds, against 3.7% against everyone else.
  • In round 1: opens with “backdash into backward movement” in 16.6% of rounds, against 6.5% in their other rounds.
  • Against Wolf: opens with “backdash into 1PK Rage Kick” in 30.8% of rounds, against 8.0% against everyone else.
  • After opening the round before with “backdash into backward movement”: opens with “backdash into G guard” in 18.0% of rounds, against 7.0% after anything else.
  • After losing a round: opens with “backdash into backward movement” in 9.7% of rounds, against 3.1% after winning one.
  • When behind: opens with “backdash into backward movement” in 10.0% of rounds, against 3.6% when ahead or level.

How is this tested?

backdash into Rage Kick1PK13910.8%
Middle Spin Kick46K+G1229.5%
backdash into backward movement1179.1%
backdash into guardG1128.7%
Slant Back Knuckle1P into Rage Kick1PK967.5%
backward movement into Groin Kick6K+G544.2%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward463.6%
backdash393.0%
guardG372.9%
backdash into Slant Back Knuckle1P362.8%
backdash into Slide Shuffle (Deflect)4P+K+G362.8%
evade down352.7%
Jab StraightPP into Jab Double StraightPPP342.6%
evade down into High Angle Upper Kick6K292.2%
Dash Hammer Kick66K211.6%

93 further openings account for the other 335 rounds.

Counted from 325 of the 339 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
Wolf4–16 · 20%7–8 · 47%too few to test
Akira17–12 · 59%4–3 · 57%too few to test
Jacky12–17 · 41%1–6 · 14%too few to test
Goh15–10 · 60%3–2 · 60%too few to test
Jean8–5 · 62%2–6 · 25%too few to test
Aoi2–9 · 18%4–3 · 57%too few to test
Sarah4–6 · 40%4–3 · 57%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.

14 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: 6 of 15 tests hold up