VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

のりお

Career matches1,088
Career win rate52.1%
Round win rate49.6%
Peak rank31
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1542 #1,729 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

Jacky311,08856752152.1%

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

368 of 554 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

Jacky6.9413368

By opponent's character

Pai7.042350
Akira7.142546
Jacky6.941463
Wolf7.041930
Shun6.840938
Sarah6.639831
Aoi7.243221
Goh6.941212
Jeffry6.639820
El Blaze7.44455
Jean7.34408
Taka6.23696
Kage6.739912
Brad6.94154
Dural6.94139
Lei Fei6.13678
Vanessa6.84085

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

Pai1913668.4%+22.0
Akira1761135.3%-15.4
Jacky179852.9%-3.4
Wolf149564.3%+18.4
Shun138561.5%+12.8
Sarah105550.0%-0.4
Aoi73442.9%-5.9
Lion73442.9%-6.5
Goh51420.0%-22.2
Jeffry51420.0%-30.2
El Blaze41325.0%-15.7
Jean440100.0%+49.2
Taka42250.0%+8.1
Kage32166.7%+10.2
Brad21150.0%+0.2
Dural2020.0%-37.0
Lau2020.0%-40.9
Lei Fei2020.0%-50.3
Vanessa1010.0%-62.4

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

Octagon21111052.4%+3.1
Single Wall21111052.4%+1.6
Breakable Half Fence1991047.4%-2.8
Half Fence1771041.2%-5.7
Rectangle158753.3%+4.1
Breakable Full Fence105550.0%-1.3
Open104640.0%-8.1
Low Fence94544.4%-3.0
Full Fence73442.9%-7.3
Full Fence and Open42250.0%+5.1

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
Walls8948.3%49.2%-0.9
No walls4047.5%49.3%-1.8

Walls against open: +0.9 points (95% range -23.2 to +25.0), p 0.942 — 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

しろ☆おび。@のびしろF (Rank 27)2026/10/1132166.7%
yuzu (Rank 27)2026/10/1131233.3%
弾丸(だんまる) (Rank 31)2026/10/0531233.3%
neary (Rank 31)2026/08/302020.0%
うをん (Rank 29)2026/08/29107370.0%
楽天アキラ (Rank 28)2026/08/173030.0%
Datchin1226 (Rank 31)2026/06/2032166.7%
무파ZeroBlue (Rank 33)2026/06/142020.0%
jinjin (Rank 29)2026/06/0764266.7%
Oo-Mujirushi-oO (Rank 29)2026/06/0742250.0%
改悪 (Rank 29)2026/06/0731233.3%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/05/2541325.0%
jackgnhang (Rank 30)2026/05/252020.0%
壱色淸淨 (Rank 27)2026/05/25330100.0%
さいたま梅澤/T.Umezawa (Rank 30)2026/05/254040.0%
jiwoonpk (Rank 30)2026/05/25660100.0%
hahaha (Rank 28)2026/05/24440100.0%
三輪ですが@SRGM (Rank 25)2026/05/172020.0%
鳩男 (Rank 29)2026/05/17220100.0%
I'mabeginner (Rank 26)2026/05/11220100.0%
gairoku88 (Rank 29)2026/05/1131233.3%
xenon335 (Rank 27)2026/05/1053260.0%
ヘニオ (Rank 31)2026/05/102020.0%
SuperGolden (Rank 31)2026/05/0631233.3%
カミナリおやじ (Rank 28)2026/05/06220100.0%

Round openings

Jacky

Career
567–521 · 52.1%
This season
138 matches · 49.3%
Peak rank
31

First hit in 47.8% of 502 rounds. Won 53.3% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 34.4% of rounds, against 14.9% in their other rounds.
  • Against Sarah: backs off first in 55.0% of rounds, against 28.4% against everyone else.
  • After opening the round before by backing off: backs off first in 47.1% of rounds, against 27.6% after anything else.
  • In round 1: opens with “crouch into 1K+G Low Spin Kick” in 28.0% of rounds, against 8.5% in their other rounds.
  • Against Jacky: opens with “4P+K+G Slide Shuffle (Deflect)” in 16.9% of rounds, against 4.4% against everyone else.

How is this tested?

crouch into Low Spin Kick1K+G6713.3%
backward movement357.0%
backdash into backward movement326.4%
Slide Shuffle (Deflect)4P+K+G316.2%
evade up224.4%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK214.2%
Middle Smash6P into Middle Smash Back Knuckle6PP153.0%
punchP into Jab StraightPP112.2%
Jab StraightPP into Jab Double StraightPPP102.0%
Middle Smash6P into forward movement102.0%
Squat Straight2P102.0%
crouch into Slant Back Knuckle1P102.0%
crouch into Squat Straight2P102.0%
Slant Back Knuckle1P91.8%
backward movement into Slant Back Knuckle1P91.8%

95 further openings account for the other 200 rounds.

Counted from 125 of the 138 matches played. The rest 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 (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