VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Middle East

Jacky

入れ込むかもしれない

  • Wolf
Career matches7,936
Career win rate48.9%
Round win rate49.3%
Peak rank32
Distinct opponents652
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1602 #1,332 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

Jacky327,8233,8154,00848.8%
Wolf24113625154.9%

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

6,087 of 7,782 rounds counted

7.0 inputs a second (420 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.04206,073
Wolf6.338114

By opponent's character

Wolf7.4443742
Akira7.1428681
Jacky6.9414448
Pai7.0422590
Jeffry7.2434338
Goh7.1427338
Kage6.7399300
Aoi6.8407264
Jean6.9413294
Lau7.0420323
Brad7.0419304
Sarah6.9413275
Shun6.7400285
Lion7.0417256
El Blaze6.9416181
Vanessa7.0418151
Eileen7.0418136
Lei Fei6.6394116
Taka6.639665

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

Wolf2121199356.1%+9.9
Akira2099711246.4%-3.6
Jacky165818449.1%-0.5
Pai161887354.7%+4.9
Jeffry117635453.9%+4.4
Goh110585252.7%+3.1
Kage103465744.7%-4.0
Aoi96504652.1%+0.1
Jean92385441.3%-5.8
Lau89375241.6%-4.9
Brad84325238.1%-5.8
Sarah84434151.2%+1.4
Shun81324939.5%-8.4
Lion78433555.1%+2.6
El Blaze72324044.4%-3.4
Vanessa51213041.2%-2.9
Eileen43222151.2%+2.2
Lei Fei39201951.3%+1.8
Taka2691734.6%-12.6

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Single Wall22411510951.3%+3.0
Half Fence2089811047.1%-3.2
Rectangle2079411345.4%-3.7
Breakable Full Fence1951088755.4%+7.3
Octagon192949849.0%+0.7
Low Fence181829945.3%-1.5
Open1757510042.9%-6.9
Breakable Half Fence172908252.3%+4.5
Full Fence167878052.1%+3.8
Full Fence and Open102525051.0%+1.8

0 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
Walls1,14150.0%48.8%+1.2
No walls58046.9%48.2%-1.3

Walls against open: +2.5 points (95% range -2.5 to +7.5), p 0.324 — 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

temp002 (Rank 30)2026/10/18116554.5%
りゅうのすけ (Rank 33)2026/10/18125741.7%
ロストマン (Rank 32)2026/10/18105550.0%
JOHNFLOE (Rank 30)2026/10/1885362.5%
きてぃ☆ (Rank 29)2026/10/181871138.9%
orz (Rank 30)2026/10/18138561.5%
ikenaisan (Rank 32)2026/10/18105550.0%
satsumaimo-imo26 (Rank 32)2026/10/18102820.0%
雷電 (Rank 32)2026/10/13105550.0%
SHUSHUSHU (Rank 31)2026/10/13108280.0%
Shura1025 (Rank 34)2026/10/1384450.0%
44884 (Rank 33)2026/10/1293633.3%
suconyanzu (Rank 29)2026/10/1295455.6%
Grimaster (Rank 30)2026/10/12145935.7%
nakashi-man (Rank 30)2026/10/1196366.7%
AX_Booster (Rank 31)2026/10/1183537.5%
しろ☆おび。@のびしろF (Rank 27)2026/10/11119281.8%
n-nova06 (Rank 33)2026/10/1193633.3%
え~る (Rank 27)2026/10/1198188.9%
肉彦さん☆彡 (Rank 30)2026/10/10106460.0%
あ (Rank 28)2026/10/10127558.3%
ぽん (Rank 31)2026/09/2284450.0%
BANANA (Rank 30)2026/09/1296366.7%
ginchuwan (Rank 28)2026/06/07138561.5%
すけ (Rank 25)2026/05/10126650.0%

Round openings

Every character

Dash Hammer Kick66K80113.6%
forward movement into Jab StraightPP75112.7%
Low Spin Kick1K+G73212.4%
crouch dash forward into guardG5649.5%
forward movement into Jab Double StraightPPP4547.7%
Middle Spin Kick46K+G3746.3%
Dash Hammer Kick66K into throw escape2464.2%
Low Spin Kick1K+G into evade down2344.0%
Step-in Middle Kick66K+G into backward movement2043.5%
crouch dash forward into Slant Back Knuckle1P1652.8%
forward movement into punchP1572.7%
Step-in Middle Kick66K+G into backdash1041.8%
crouch dash forward into Squat Straight2P851.4%
backward movement into Groin Kick6K+G651.1%
crouch dash forward into evade down510.9%

186 further openings account for the other 924 rounds.

Counted from 1,453 of the 1,912 matches played. The rest were not pulled for openings.

Jacky

Career
3,815–4,008 · 48.8%
This season
1,909 matches · 48.7%
Peak rank
32

First hit in 44.2% of 5,852 rounds. Won 51.8% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 56.1% of rounds, against 38.4% in their other rounds.
  • Against Taka: evades first in 10.0% of rounds, against 2.1% against everyone else.
  • After losing a round: moves in first in 42.4% of rounds, against 34.1% after winning one.
  • When ahead: attacks straight away in 61.8% of rounds, against 53.6% when level or behind.
  • In round 1: opens with “forward movement into PPP Jab Double Straight” in 11.0% of rounds, against 6.6% in their other rounds.
  • Against Pai: opens with “crouch dash forward into G guard” in 17.0% of rounds, against 8.9% against everyone else.
  • After opening the round before with “crouch dash forward into G guard”: opens with “crouch dash forward into G guard” in 14.4% of rounds, against 8.1% after anything else.
  • After losing a round: opens with “crouch dash forward into G guard” in 11.1% of rounds, against 6.2% after winning one.
  • When behind: opens with “crouch dash forward into G guard” in 11.1% of rounds, against 6.6% when ahead or level.

How is this tested?

Dash Hammer Kick66K80113.6%
forward movement into Jab StraightPP75112.7%
Low Spin Kick1K+G73212.4%
crouch dash forward into guardG5649.6%
forward movement into Jab Double StraightPPP4547.7%
Middle Spin Kick46K+G3746.3%
Dash Hammer Kick66K into throw escape2464.2%
Low Spin Kick1K+G into evade down2344.0%
Step-in Middle Kick66K+G into backward movement2043.5%
crouch dash forward into Slant Back Knuckle1P1652.8%
forward movement into punchP1572.7%
Step-in Middle Kick66K+G into backdash1041.8%
crouch dash forward into Squat Straight2P851.4%
backward movement into Groin Kick6K+G651.1%
crouch dash forward into evade down510.9%

177 further openings account for the other 910 rounds.

Counted from 1,450 of the 1,909 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
Akira46–43 · 52%18–21 · 46%+3.7
Jacky32–49 · 40%21–18 · 54%-14.7
Wolf51–43 · 54%15–17 · 47%+2.3
Pai42–24 · 64%18–21 · 46%+16.5
Goh33–36 · 48%12–8 · 60%too few to test
Jeffry25–25 · 50%23–15 · 61%-9.1
Aoi25–21 · 54%18–10 · 64%too few to test
Kage24–23 · 51%11–14 · 44%too few to test
Shun21–22 · 49%7–15 · 32%too few to test
Brad12–18 · 40%8–20 · 29%too few to test
El Blaze16–16 · 50%13–14 · 48%too few to test
Lion20–26 · 43%8–3 · 73%too few to test
Sarah24–14 · 63%6–11 · 35%too few to test
Jean16–23 · 41%2–11 · 15%too few to test
Lau11–17 · 39%8–12 · 40%too few to test
Vanessa10–12 · 45%2–10 · 17%too few to test
Lei Fei12–12 · 50%5–1 · 83%too few to test
Eileen6–6 · 50%8–11 · 42%too few to test
Taka3–7 · 30%3–4 · 43%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.

459 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?

Wolf

Career
62–51 · 54.9%
This season
3 matches · 33.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K428.6%
Quick Shoulder66P+K214.3%
Comet Hook1P17.1%
Comet Hook1P into Knuckle Part1PP17.1%
Elbow Butt4P into punchP17.1%
Screw Hook63214P into Screw Lariat63214PP17.1%
forward movement into Elbow Butt4P17.1%
forward movement into Knuckle Part1PP17.1%
punchP17.1%
punchP into evade up17.1%

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: 9 of 18 tests hold up
  • Wolf: not tested (too few rounds)