VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

ひで

Career matches1,860
Career win rate31.3%
Round win rate38.4%
Peak rank24
Distinct opponents107
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1095 #3,600 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

Jacky241,8605821,27831.3%

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

1,165 of 1,297 rounds counted

5.7 inputs a second (339 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.73391,165

By opponent's character

Akira5.5330194
Kage5.7341110
Lion5.432789
Aoi5.533399
Sarah5.633667
Jacky5.432185
Lau5.733980
Goh5.834858
Pai5.533262
Wolf6.438470
Jean5.633543
Shun5.734150
El Blaze6.136743
Lei Fei5.532736
Taka5.935232
Vanessa6.036115
Brad5.63349
Eileen6.035912
Jeffry6.438111

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

Akira54163829.6%-2.3
Kage3272521.9%+1.2
Lion3072323.3%-13.3
Aoi2671926.9%-2.2
Sarah2481633.3%+4.2
Jacky2171433.3%+3.8
Lau2191242.9%+6.5
Goh2081240.0%+15.6
Pai1831516.7%-14.9
Wolf1871138.9%+7.2
Jean1331023.1%-2.0
Shun134930.8%+6.9
El Blaze112918.2%-10.3
Lei Fei93633.3%+13.4
Taka73442.9%+6.8
Vanessa74357.1%+8.5
Brad32166.7%+24.1
Eileen3030.0%-46.1
Jeffry3030.0%-26.7

0 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.

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

Octagon47163134.0%+3.2
Breakable Full Fence36142238.9%+6.6
Full Fence35102528.6%-1.7
Breakable Half Fence3242812.5%-14.9
Open31161551.6%+21.9
Low Fence3082226.7%-4.2
Rectangle2882028.6%-2.1
Single Wall2791833.3%+7.1
Half Fence2552020.0%-13.9
Full Fence and Open1551033.3%+6.7

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20328.1%30.6%-2.5
No walls8837.5%29.8%+7.7

Walls against open: -10.3 points (95% range -23.7 to +3.2), p 0.135 — 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

ばくちーラウ (Rank 21)2026/09/2752340.0%
cs2skoda (Rank 23)2026/09/27103730.0%
sk901 (Rank 21)2026/09/2365183.3%
kimxxxtt (Rank 21)2026/09/23112918.2%
waka1204 (Rank 22)2026/09/0873442.9%
kinoppy0126 (Rank 22)2026/08/3053260.0%
Penoco (Rank 24)2026/08/2782625.0%
Insanerr (Rank 23)2026/08/2662433.3%
snjpeeee (Rank 21)2026/08/1742250.0%
安全パイ (Rank 19)2026/08/0453260.0%
けつ毛バーガー相場 (Rank 23)2026/07/2463350.0%
aaaaa114270 (Rank 24)2026/07/144040.0%
ぽん (Rank 22)2026/07/06151146.7%
T-J-J (Rank 24)2026/06/2182625.0%
雪共和国 (Rank 21)2026/06/20660100.0%
交通弱者用押しボタン (Rank 23)2026/06/145050.0%
yasai (Rank 21)2026/06/1464266.7%
ねこ吉 (Rank 20)2026/06/1143175.0%
kouchant0051 (Rank 22)2026/06/056060.0%
moreru (Rank 22)2026/05/2662433.3%
傾き検知センサー (Rank 22)2026/05/268080.0%
こう (Rank 24)2026/05/266060.0%
Fuji_Atsuka (Rank 21)2026/05/1954180.0%
kobaman (Rank 24)2026/05/1953260.0%
whitnes (Rank 21)2026/05/168080.0%

Round openings

Jacky

Career
582–1,278 · 31.3%
This season
333 matches · 30.0%
Peak rank
24

First hit in 35.7% of 1,293 rounds. Won 42.9% of the rounds they struck first, 35.9% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 58.6% of rounds, against 37.5% against everyone else.
  • Against Pai: opens with “9K Double Dragon” in 15.5% of rounds, against 3.7% against everyone else.
  • After losing a round: opens with “9K Double Dragon” in 4.4% of rounds, against 2.8% after winning one.

How is this tested?

forward movement into punchP13210.2%
backdash1189.1%
backdash into Beat & Back KnuckleP+KP1088.3%
Double Dragon9K574.4%
backdash into punchP574.4%
evade down into guardG534.1%
backdash into Spinning Arm Kick4PK503.9%
punchP403.1%
Beat KnuckleP+K into Beat & Back KnuckleP+KP312.4%
punchP into Standing Knee Kick4K262.0%
Middle Spin Kick46K+G251.9%
Dash Hammer Kick66K241.9%
High Angle Upper Kick6K241.9%
backdash into Middle Spin Kick46K+G231.8%
forward movement into Jab StraightPP231.8%

140 further openings account for the other 507 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–23 · 30%4–4 · 50%too few to test
Kage3–15 · 17%3–6 · 33%too few to test
Lion6–18 · 25%1–2 · 33%too few to test
Aoi2–11 · 15%3–2 · 60%too few to test
Sarah4–12 · 25%4–4 · 50%too few to test
Jacky4–9 · 31%3–5 · 38%too few to test
Lau5–4 · 56%2–5 · 29%too few to test
Goh5–6 · 45%3–6 · 33%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.

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: 3 of 15 tests hold up