VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ガリバー

Career matches17,583
Career win rate45.9%
Round win rate49.1%
Peak rank33
Distinct opponents744
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1639 #1,106 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

Jacky3317,5838,0719,51245.9%

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

8,167 of 10,772 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.94148,167

By opponent's character

Akira7.1424816
Wolf6.8408800
Jacky7.0422863
Sarah6.9413569
Goh6.8406574
Jeffry6.8408512
Kage7.0418529
Aoi6.8406429
Pai7.1424405
Lau6.9415377
Jean6.8407324
Shun6.9414292
Brad6.9412361
Lion6.9412333
El Blaze6.9414261
Lei Fei6.8410220
Taka6.9413195
Vanessa6.9413162
Eileen6.9412105
Dural6.941440

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

Akira28514314250.2%+3.0
Wolf26814312553.4%+2.9
Jacky26713413350.2%+1.1
Sarah1868210444.1%-4.9
Goh174779744.2%-2.9
Jeffry164867852.4%+3.7
Kage160857553.1%+6.0
Aoi148658343.9%-5.9
Pai138726652.2%+5.0
Lau116526444.8%-3.0
Jean113585551.3%+1.9
Shun113555848.7%+1.9
Brad103475645.6%-2.0
Lion95524354.7%+1.7
El Blaze93375639.8%-7.5
Lei Fei73264735.6%-8.4
Taka57332457.9%+7.7
Vanessa57213636.8%-12.3
Eileen36152141.7%-10.3
Dural128466.7%+11.5

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Open29712916843.4%-6.1
Full Fence29016612457.2%+9.2
Octagon27712814946.2%-2.5
Breakable Half Fence27512714846.2%-1.8
Breakable Full Fence26612813848.1%-1.2
Low Fence26113412751.3%+2.8
Single Wall25312113247.8%-0.4
Half Fence23910813145.2%-2.3
Rectangle22212110154.5%+4.8
Full Fence and Open136548239.7%-6.8

1 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
Walls1,56949.6%48.6%+1.0
No walls81147.3%48.7%-1.3

Walls against open: +2.3 points (95% range -2.1 to +6.6), p 0.306 — 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

ma_hime1007 (Rank 33)2026/10/131912763.2%
igyoken55 (Rank 29)2026/10/121611568.8%
∈挙動不審∋ (Rank 34)2026/10/122481633.3%
れもん@のびしろF (Rank 32)2026/10/082351821.7%
マクシミリアン15世 (Rank 32)2026/10/031510566.7%
ミルク警察 (Rank 32)2026/10/03158753.3%
ratel-d9 (Rank 31)2026/10/03146842.9%
BANANA (Rank 30)2026/09/292316769.6%
なっちゃんねる (Rank 27)2026/09/29139469.2%
arafif-50 (Rank 31)2026/09/28115645.5%
hayate (Rank 32)2026/09/2821111052.4%
太鼓の別人@稲刈準備中 (Rank 33)2026/09/27126650.0%
tidy_stamp37 (Rank 31)2026/09/231412285.7%
siesuu (Rank 30)2026/09/17128466.7%
Agnes_bell (Rank 30)2026/09/11169756.2%
LEO (Rank 31)2026/09/101861233.3%
misoazy (Rank 29)2026/09/091310376.9%
danimura (Rank 35)2026/09/07131127.7%
カミナリおやじ (Rank 29)2026/09/07134930.8%
あばぎ (Rank 32)2026/09/05137653.9%
Tangent_arc1993 (Rank 28)2026/09/02137653.9%
orz (Rank 30)2026/08/22134930.8%
マーレさん (Rank 33)2026/06/30134930.8%
champion-244 (Rank 28)2026/06/251861233.3%
nasumiso (Rank 27)2026/06/20128466.7%

Round openings

Jacky

Career
8,071–9,512 · 45.9%
This season
2,658 matches · 48.6%
Peak rank
33

First hit in 46.4% of 10,183 rounds. Won 52.6% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 77.6% of rounds, against 65.1% in their other rounds.
  • Against Wolf: attacks straight away in 81.1% of rounds, against 66.7% against everyone else.
  • After opening the round before by backing off: backs off first in 41.8% of rounds, against 8.2% after anything else.
  • After losing a round: evades first in 25.0% of rounds, against 19.4% after winning one.
  • When behind: evades first in 26.3% of rounds, against 20.1% when ahead or level.
  • In round 1: opens with “P punch into PP Jab Straight” in 16.4% of rounds, against 5.3% in their other rounds.
  • Against El Blaze: opens with “evade up into 66K Dash Hammer Kick” in 23.7% of rounds, against 12.8% against everyone else.
  • On Breakable Half Fence stages: opens with “P punch into PP Jab Straight” in 10.9% of rounds, against 7.7% on the other stages.
  • After opening the round before with “evade up into 66K Dash Hammer Kick”: opens with “evade up into 66K Dash Hammer Kick” in 29.7% of rounds, against 12.9% after anything else.
  • After winning a round: opens with “1K+G Low Spin Kick” in 18.4% of rounds, against 9.8% after losing one.
  • When ahead: opens with “1K+G Low Spin Kick” in 17.8% of rounds, against 10.9% when level or behind.

How is this tested?

evade up into Dash Hammer Kick66K1,34413.2%
Dash Hammer Kick66K1,27012.4%
Low Spin Kick1K+G1,19311.7%
punchP into Jab StraightPP8248.1%
punchP into Punch High KickPK6286.1%
Middle Smash6P4874.8%
punchP into Middle Smash6P3213.1%
punchP into Standing Knee Kick4K2132.1%
Squat Straight2P2052.0%
backdash into evade down1861.8%
punchP1811.8%
throw escape1801.8%
Step-in Middle Kick66K+G1711.7%
backdash into throw escape1631.6%
evade up into Middle Smash6P1521.5%

231 further openings account for the other 2,705 rounds.

Counted from 2,527 of the 2,658 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
Akira73–73 · 50%48–42 · 53%-4.3
Wolf78–81 · 49%45–33 · 58%-4.7
Jacky82–74 · 53%38–37 · 51%+1.2
Sarah42–44 · 49%30–41 · 42%+5.9
Goh47–52 · 47%22–30 · 42%+4.2
Kage50–44 · 53%25–25 · 50%+4.7
Jeffry54–44 · 55%14–18 · 44%+12.3
Aoi37–50 · 43%17–18 · 49%-6.7
Pai41–43 · 49%21–13 · 62%-12.7
Jean35–29 · 55%16–21 · 43%+13.8
Lau30–30 · 50%12–18 · 40%+9.7
Shun31–33 · 48%13–19 · 41%+9.9
Brad22–29 · 43%9–16 · 36%too few to test
Lion35–20 · 64%13–17 · 43%+23.1
El Blaze17–31 · 35%14–16 · 47%-12.9
Lei Fei17–29 · 37%7–14 · 33%too few to test
Taka20–16 · 56%9–6 · 60%too few to test
Vanessa13–18 · 42%4–11 · 27%too few to test
Eileen12–13 · 48%2–5 · 29%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.

131 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 (18 here; about 0.9 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: 11 of 18 tests hold up