VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

3quads_dimension

  • Kage
  • Taka
Career matches5,184
Career win rate51.0%
Round win rate54.3%
Peak rank29
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1547 Not ranked yet: the list needs 50 matches. See 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

Jacky292,1301,0571,07349.6%
Kage292,0941,0611,03350.7%
Taka2996052743354.9%

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

141 of 173 rounds counted

6.3 inputs a second (381 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.438580
Kage6.237334
Taka6.337927

By opponent's character

Akira6.337626
Jacky6.237025
Wolf6.539215
Lau6.438224
Lion6.03589
Pai6.639410
Shun6.43849
Jean6.74028
Jeffry6.13673
Lei Fei5.33214
Sarah6.63974
Vanessa7.64544

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

Akira74357.1%+6.0
Jacky76185.7%+33.4
Wolf75271.4%+5.6
Lau62433.3%-26.9
Lion53260.0%+4.2
Pai53260.0%+3.5
Shun32166.7%+1.9
Jean2020.0%-57.8
Jeffry1010.0%-68.5
Lei Fei1010.0%-58.8
Sarah110100.0%+39.7
Vanessa110100.0%+30.3

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

Half Fence138561.5%+8.3
Full Fence85362.5%+0.2
Single Wall53260.0%+7.2
Breakable Half Fence42250.0%-12.9
Low Fence43175.0%+11.1
Full Fence and Open31233.3%-13.1
Octagon32166.7%+6.1
Open21150.0%-14.7
Rectangle2020.0%-57.8
Breakable Full Fence110100.0%+25.2

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
Walls3158.1%59.3%-1.2
No walls1163.6%59.6%+4.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

fresh-hina (Rank 26)2026/10/18110100.0%
midori6127 (Rank 30)2026/10/16220100.0%
jyariten-1968 (Rank 28)2026/10/1521150.0%
willy-sin1970 (Rank 29)2026/10/1221150.0%
wide-plaster85 (Rank 28)2026/10/121010.0%
be-shedded (Rank 28)2026/10/11220100.0%
Dai (Rank 31)2026/10/1131233.3%
DENKI_HIGE (Rank 27)2026/10/111010.0%
ミクzzzw (Rank 26)2026/10/10110100.0%
KYOROICHI (Rank 30)2026/10/101010.0%
abs (Rank 30)2026/10/102020.0%
RX-7FD3S-Type-RS (Rank 26)2026/10/1021150.0%
nora-tanuki07 (Rank 27)2026/10/10220100.0%
DohmeiM (Rank 23)2026/10/09110100.0%
haira_76 (Rank 29)2026/09/22110100.0%
Shurkn-_-pap03 (Rank 27)2026/09/17110100.0%
胃弱 (Rank 27)2026/09/17110100.0%
mebachiko (Rank 29)2026/09/1721150.0%
ぽん (Rank 27)2026/06/16110100.0%
太鼓の別人/TaikoStrike (Rank 31)2026/06/061010.0%
temp002 (Rank 30)2026/05/3131233.3%
EVOyan (Rank 28)2026/05/241010.0%
ヤマネコ今回ジェフリ (Rank 29)2026/04/02110100.0%
こて (Rank 24)2026/03/31220100.0%
みだれさん@能登VF部 (Rank 29)2026/03/2921150.0%

Round openings

Every character

backdash into punchP45.2%
crouch into Squat Straight2P45.2%
Groin Kick6K+G33.9%
backdash into Middle Smash6P33.9%
backdash into Standing Knee Kick4K33.9%
backdash into guardG33.9%
Dash Hammer Kick66K22.6%
Dash Hammer Kick66K into High Angle Upper Kick6K22.6%
Low Spin Kick1K+G22.6%
Spinning Kick Turn44K22.6%
backdash into Jab StraightPP22.6%
backdash into Middle Smash Sword6PK22.6%
forward movement into Jab StraightPP22.6%
Beat KnuckleP+K into Beat & Back KnuckleP+KP11.3%
Lightning Kick 12K+G11.3%

41 further openings account for the other 41 rounds.

Counted from 21 of the 37 matches played. The rest were not pulled for openings.

Jacky

Career
1,057–1,073 · 49.6%
This season
30 matches · 56.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into punchP45.5%
crouch into Squat Straight2P45.5%
Groin Kick6K+G34.1%
backdash into Middle Smash6P34.1%
backdash into Standing Knee Kick4K34.1%
backdash into guardG34.1%
Dash Hammer Kick66K22.7%
Dash Hammer Kick66K into High Angle Upper Kick6K22.7%
Low Spin Kick1K+G22.7%
Spinning Kick Turn44K22.7%
backdash into Jab StraightPP22.7%
backdash into Middle Smash Sword6PK22.7%
forward movement into Jab StraightPP22.7%
Beat KnuckleP+K into Beat & Back KnuckleP+KP11.4%
Lightning Kick 12K+G11.4%

37 further openings account for the other 37 rounds.

Counted from 20 of the 30 matches played. The rest were not pulled for openings.

Taka

Career
527–433 · 54.9%
This season
7 matches · 42.9%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P into Morote Tsuppari66PP125.0%
Zangeki33P125.0%
forward movement into Ao'oni Midaremage214P+K125.0%
forward movement into punchP125.0%

Counted from 1 of the 7 matches played. The rest were not pulled for openings.

Not counted here: Kage. Their matches were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Taka: not tested (too few rounds)