VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

kim4439

Career matches1,163
Career win rate34.1%
Round win rate39.0%
Peak rank22
Distinct opponents138
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1099 #3,595 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

Jacky221,16339776634.1%

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

1,679 of 1,680 rounds counted

8.9 inputs a second (532 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.95321,679

By opponent's character

Akira9.1545294
Sarah8.5508225
Jacky8.2494133
Brad8.6514122
Shun8.4506119
Pai9.1546111
Aoi8.9533105
Kage9.355967
El Blaze8.852971
Lau8.752065
Jeffry9.657659
Goh9.758349
Jean9.959256
Lei Fei8.852543
Lion9.053836
Eileen8.651440
Vanessa9.154635
Wolf9.657627
Dural10.563114
Taka8.85318

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

Akira76294738.2%+11.5
Sarah53193435.9%+8.4
Jacky35122334.3%+1.6
Brad3192229.0%-5.5
Shun3062420.0%-13.2
Pai2992031.0%-0.7
Aoi27161159.3%+26.2
Kage181175.6%-30.1
El Blaze1641225.0%-6.8
Lau1661037.5%+11.4
Jeffry1431121.4%-26.4
Goh1321115.4%-10.0
Jean134930.8%-6.3
Lei Fei120120.0%-26.7
Lion113827.3%-1.8
Eileen102820.0%-17.7
Vanessa93633.3%+8.7
Wolf74357.1%+18.8
Dural42250.0%+21.7
Taka2020.0%-26.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Breakable Half Fence53193435.9%+5.4
Full Fence48192939.6%+8.8
Low Fence46153132.6%-0.3
Half Fence45103522.2%-8.5
Rectangle44172738.6%+4.5
Open43113225.6%-4.0
Breakable Full Fence41162539.0%+9.1
Single Wall4093122.5%-7.6
Octagon31102132.3%-5.4
Full Fence and Open135838.5%+11.0

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26234.7%32.3%+2.4
No walls12927.1%30.5%-3.4

Walls against open: +5.9 points (95% range -4.4 to +16.1), p 0.264 — 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

りゅうちぇいまる (Rank 21)2026/10/1753260.0%
ちぇびーまるやま (Rank 23)2026/10/171221016.7%
nakamine0824 (Rank 23)2026/10/1552340.0%
neco (Rank 22)2026/10/1471614.3%
ts10072 (Rank 24)2026/10/1493633.3%
clear-success03 (Rank 25)2026/10/1461516.7%
委員ちょ@肝臓レス練習 (Rank 21)2026/10/1354180.0%
affnis1485 (Rank 22)2026/10/1362433.3%
kancyan4649 (Rank 22)2026/10/138080.0%
flush-server3 (Rank 21)2026/10/1076185.7%
hide-on1966 (Rank 23)2026/10/1052340.0%
smogh (Rank 22)2026/10/1061516.7%
nagare004 (Rank 22)2026/10/1051420.0%
mounted_drought (Rank 23)2026/10/101541126.7%
ttfour@サラしかできないw (Rank 21)2026/10/0495455.6%
Mon3tr (Rank 21)2026/09/2951420.0%
euro04190 (Rank 23)2026/09/29110110.0%
vf_hornwolf@뿔늑대 (Rank 22)2026/09/296060.0%
milkboy2021 (Rank 21)2026/09/297070.0%
りるる (Rank 22)2026/09/296060.0%
y.o.y (Rank 15)2026/09/27550100.0%
おぺ (Rank 15)2026/09/2751420.0%
yu32xx (Rank 15)2026/09/2761516.7%
hamutaro51 (Rank 16)2026/09/256060.0%
paiyang (Rank 18)2026/09/251441028.6%

Round openings

Jacky

Career
397–766 · 34.1%
This season
426 matches · 31.5%
Peak rank
22

First hit in 52.1% of 939 rounds. Won 38.0% of the rounds they struck first, 36.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 54.2% of rounds, against 37.3% in their other rounds.
  • In round 1: opens with “backdash into 66K Dash Hammer Kick” in 5.9% of rounds, against 2.4% in their other rounds.

How is this tested?

punchP9510.1%
crouch into Lightning Back Knuckle3PPP616.5%
backdash into Long Stride Back Knuckle4P+K444.7%
punchP into Jab StraightPP444.7%
backdash into Dash Hammer Kick66K313.3%
backdash into Middle Smash6P272.9%
backdash into Slide Shuffle (Deflect)4P+K+G262.8%
backdash into Spin Heel Sword4K+G242.5%
Jab StraightPP into Double Punch Slash KickPPK222.3%
Jab StraightPP into Jab Double StraightPPP192.0%
backdash into backward movement192.0%
backdash into Bil Jee6P+K181.9%
backdash into Low Spin Kick1K+G171.8%
backdash into evade up161.7%
backdash into High Angle Upper Kick6K151.6%

167 further openings account for the other 465 rounds.

Counted from 238 of the 426 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
Akira10–14 · 42%1–9 · 10%too few to test
Sarah7–10 · 41%3–8 · 27%too few to test
Brad5–11 · 31%3–7 · 30%too few to test
Jacky4–9 · 31%3–3 · 50%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.

188 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 (16 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: 2 of 16 tests hold up