VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

omo7144

Career matches3,235
Career win rate45.0%
Round win rate51.2%
Peak rank27
Distinct opponents143
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1433 #2,446 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

Jacky273,2351,4571,77845.0%

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

605 of 791 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.1368605

By opponent's character

Akira6.237172
Aoi6.136672
Pai6.237272
Shun6.237255
Wolf6.438148
Jacky5.734326
Jeffry6.036041
Lion6.036136
Goh6.237033
Brad6.236922
Jean6.337927
Kage5.935421
Sarah5.733912
Lei Fei6.639812
Eileen5.73419
El Blaze6.237016
Lau5.935612
Taka6.538913
Dural6.23703
Vanessa6.74003

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

Akira2516964.0%+9.6
Aoi24131154.2%-8.2
Pai2291340.9%-7.1
Shun1715288.2%+26.7
Wolf179852.9%+1.8
Jacky136746.1%-4.8
Jeffry135838.5%-9.8
Lion139469.2%+20.4
Goh82625.0%-17.7
Brad73442.9%-8.5
Jean74357.1%+11.4
Kage74357.1%+1.2
Sarah63350.0%-1.4
Lei Fei53260.0%+1.8
Eileen41325.0%-25.9
El Blaze41325.0%-25.6
Lau32166.7%+10.4
Taka3030.0%-67.5
Dural110100.0%+42.9
Vanessa110100.0%+25.5

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

Breakable Half Fence24121250.0%-5.4
Low Fence2417770.8%+16.2
Octagon2315865.2%+10.2
Rectangle23121152.2%+1.9
Breakable Full Fence21111052.4%+0.9
Full Fence2091145.0%-6.7
Half Fence1910952.6%-5.7
Single Wall1761135.3%-16.4
Open158753.3%-3.5
Full Fence and Open62433.3%-6.4

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
Walls13053.1%53.6%-0.5
No walls5655.4%54.7%+0.7

Walls against open: -1.2 points (95% range -16.7 to +14.3), p 0.877 — 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

Murakumo-0831 (Rank 25)2026/10/1731233.3%
moga_moga24 (Rank 25)2026/10/1021150.0%
ありがとナス (Rank 26)2026/10/0541325.0%
ぽん (Rank 27)2026/10/052020.0%
yumi_itigo (Rank 23)2026/09/1343175.0%
midori6127 (Rank 27)2026/09/1341325.0%
marble-w03 (Rank 27)2026/09/13220100.0%
osaka_mouko4649 (Rank 24)2026/09/10330100.0%
chottodakeyo_ (Rank 26)2026/09/0932166.7%
dejavu0703 (Rank 25)2026/09/0931233.3%
wooo-2309 (Rank 26)2026/09/0432166.7%
nekota (Rank 24)2026/08/31330100.0%
委員ちょ (Rank 21)2026/08/23330100.0%
skew-kerb01 (Rank 21)2026/08/232020.0%
hide2480gt (Rank 22)2026/08/172020.0%
youama (Rank 24)2026/08/1721150.0%
おばサラ (Rank 24)2026/08/0532166.7%
AiokometeZ (Rank 23)2026/08/0332166.7%
hexa-RAh (Rank 24)2026/07/242020.0%
たつやX (Rank 27)2026/06/2921150.0%
CELIS (Rank 26)2026/06/14220100.0%
yasai (Rank 23)2026/05/30440100.0%
めかざわ (Rank 26)2026/05/2632166.7%
PayGoriBooLee (Rank 23)2026/05/1432166.7%
mina (Rank 21)2026/05/0631233.3%

Round openings

Jacky

Career
1,457–1,778 · 45.0%
This season
200 matches · 53.5%
Peak rank
27

First hit in 44.8% of 719 rounds. Won 53.7% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

  • Against Jacky: evades first in 58.7% of rounds, against 28.3% against everyone else.
  • After opening the round before by attacking: attacks straight away in 69.6% of rounds, against 48.5% after anything else.
  • When ahead: evades first in 35.2% of rounds, against 23.6% when level or behind.
  • In round 3: opens with “crouch dash back into 3P Smash Straight” in 9.4% of rounds, against 3.1% in their other rounds.
  • After opening the round before with “2P Squat Straight”: opens with “2P Squat Straight” in 45.0% of rounds, against 23.3% after anything else.

How is this tested?

Squat Straight2P19527.1%
punchP into Punch High KickPK527.2%
punchP365.0%
evade up354.8%
crouch dash back into Smash Straight3P344.7%
punchP into Jab StraightPP294.0%
evade up into Step-in Middle Kick66K+G273.7%
evade down into High Angle Upper Kick6K202.8%
evade up into High Angle Upper Kick6K202.8%
evade up into punchP192.6%
Beat KnuckleP+K into Beat Spin KickP+KK182.5%
evade down into punchP172.4%
Squat Straight2P into forward dash121.7%
evade up into Jab StraightPP101.4%
punchP into forward dash101.4%

88 further openings account for the other 187 rounds.

Counted from 182 of the 200 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
Aoi7–8 · 47%5–3 · 62%too few to test
Akira11–6 · 65%2–1 · 67%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.

18 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 (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