VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

☆魚雷代表☆

Career matches2,187
Career win rate53.3%
Round win rate48.5%
Peak rank38
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1758 #527 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

Jacky382,1871,1661,02153.3%

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

487 of 573 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.7520487

By opponent's character

Jacky8.852655
Akira9.053938
Lion8.450433
Vanessa8.953729
Brad8.752427
Eileen8.450341
Goh9.054237
Lau8.048334
Aoi9.255230
Sarah8.148835
Jeffry8.450529
Wolf9.053728
Jean9.557127
Kage8.349612
Shun8.651616
Lei Fei8.14847
Pai8.65176
El Blaze7.84693

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

Jacky148657.1%+7.9
Akira136746.1%+1.1
Lion115645.5%+5.9
Vanessa115645.5%+6.0
Brad106460.0%+19.3
Eileen94544.4%+0.7
Goh97277.8%+41.4
Lau93633.3%-14.6
Aoi84450.0%-2.0
Sarah84450.0%-1.5
Jeffry71614.3%-33.1
Wolf73442.9%+0.3
Jean64266.7%+29.0
Kage61516.7%-27.0
Shun6060.0%-44.3
Lei Fei31233.3%-18.3
Pai31233.3%-7.9
El Blaze2020.0%-41.1

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

Breakable Half Fence20101050.0%+9.2
Full Fence1861233.3%-18.3
Rectangle168850.0%+6.8
Single Wall1661037.5%-7.5
Half Fence1510566.7%+24.6
Open157846.7%+4.3
Breakable Full Fence1221016.7%-31.1
Low Fence117463.6%+20.8
Full Fence and Open74357.1%+13.4
Octagon61516.7%-34.5

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
Walls8742.5%45.3%-2.8
No walls4247.6%43.8%+3.9

Walls against open: -6.7 points (95% range -25.5 to +12.2), p 0.489 — 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

Umemon2026 (Rank 36)2026/09/2631233.3%
愛蒔らぶり (Rank 41)2026/09/2621150.0%
★闘将拉麵男★ (Rank 40)2026/09/262020.0%
ちび太☆らふぁ~る (Rank 42)2026/09/2651420.0%
あをゐ (Rank 35)2026/09/2653260.0%
saracofago (Rank 35)2026/09/1243175.0%
DJG10159 (Rank 38)2026/09/1243175.0%
のびもあ (Rank 37)2026/09/1231233.3%
id02812522 (Rank 37)2026/08/2343175.0%
ピーエス (Rank 38)2026/08/23440100.0%
ENGLID (Rank 38)2026/08/2321150.0%
かべごん (Rank 39)2026/08/2331233.3%
ドナドナ7 (Rank 39)2026/08/2321150.0%
nanbara (Rank 36)2026/08/2331233.3%
Osamu_0303 (Rank 40)2026/08/2331233.3%
papermoon_7 (Rank 37)2026/08/2352340.0%
うるヲ参拾 (Rank 38)2026/08/23220100.0%
FoooooL (Rank 36)2026/07/2643175.0%
spacex_falcon_heavy (Rank 40)2026/07/26220100.0%
ManEater (Rank 39)2026/07/2652340.0%
fixed-star_61 (Rank 35)2026/07/262020.0%
ぁ     やごろ (Rank 37)2026/07/262020.0%
azn3_ayapin (Rank 35)2026/07/1241325.0%
MaBoy (Rank 34)2026/07/1232166.7%
hitagi_0228 (Rank 36)2026/07/122020.0%

Round openings

Jacky

Career
1,166–1,021 · 53.3%
This season
142 matches · 44.4%
Peak rank
38

First hit in 59.4% of 567 rounds. Won 49.5% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 67.6% of rounds, against 41.7% in their other rounds.
  • Against Brad: backs off first in 70.0% of rounds, against 46.4% against everyone else.
  • After opening the round before by backing off: backs off first in 51.4% of rounds, against 31.0% after anything else.
  • In round 1: opens with “backdash into 6K High Angle Upper Kick” in 28.2% of rounds, against 4.6% in their other rounds.
  • Against Brad: opens with “backdash into 1P Slant Back Knuckle” in 30.0% of rounds, against 13.7% against everyone else.

How is this tested?

backdash into Slant Back Knuckle1P8514.8%
crouch dash forward into Smash Straight3P6912.0%
Squat Straight2P6110.6%
backdash into High Angle Upper Kick6K6010.4%
Squat Straight2P into backdash366.3%
backdash into Dash Hammer Kick66K295.0%
backdash into Rage Kick1PK244.2%
crouch dash forward into evade down162.8%
backdash into Bil Jee6P+K142.4%
backdash into Beat & Back KnuckleP+KP91.6%
crouch dash forward into Middle Smash6P91.6%
backdash into evade down81.4%
backdash into Side Hook Turn44P71.2%
crouch dash forward into Dash Hammer Kick66K61.1%
crouch dash forward into Middle Smash Sword6PK61.1%

67 further openings account for the other 135 rounds.

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: 5 of 15 tests hold up