VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ひらがなであおき

Career matches16,462
Career win rate52.0%
Round win rate50.8%
Peak rank43
Distinct opponents273
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1924 #101 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

Jacky4316,4628,5687,89452.0%

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

4,932 of 7,009 rounds counted

8.3 inputs a second (499 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.34994,932

By opponent's character

Akira8.6518565
Kage8.3501488
Lau8.3496487
Jacky9.1544338
Shun8.0477349
Lion8.8525316
Vanessa7.8471273
El Blaze8.1486176
Brad8.0478267
Pai8.1487186
Wolf8.4505163
Sarah8.1485194
Goh8.0477221
Lei Fei8.6517230
Jean8.3496187
Jeffry8.1488112
Aoi8.2490133
Taka8.4501135
Eileen8.249183
Dural8.148829

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

Akira1978910845.2%-8.1
Kage1797210740.2%-9.8
Lau141687348.2%-5.4
Jacky121734860.3%+9.4
Shun108624657.4%+6.7
Lion98574158.2%+6.3
Vanessa94563859.6%+7.5
El Blaze92415144.6%-11.2
Brad86424448.8%-4.0
Pai69442563.8%+9.1
Wolf66382857.6%+7.7
Sarah64283643.8%-8.6
Goh62362658.1%+10.3
Lei Fei62382461.3%+14.1
Jean56302653.6%+1.5
Jeffry55302554.5%-1.2
Aoi46222447.8%-4.0
Taka42281466.7%+13.4
Eileen33122136.4%-15.7
Dural106460.0%+8.3

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 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

Full Fence21110710450.7%-0.7
Single Wall2071159255.6%+4.4
Open189959450.3%-3.1
Breakable Full Fence169907953.2%+2.2
Octagon166798747.6%-5.0
Rectangle157768148.4%-3.6
Half Fence154718346.1%-7.1
Low Fence152916159.9%+7.6
Breakable Half Fence143816256.6%+6.0
Full Fence and Open60342656.7%+4.2

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
Walls1,00050.4%51.7%-1.3
No walls54854.9%52.5%+2.4

Walls against open: -3.7 points (95% range -8.9 to +1.6), p 0.168 — 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

ハマラウ (Rank 42)2026/10/172061430.0%
デネ (Rank 41)2026/10/1627111640.7%
kenzan1955 (Rank 39)2026/10/1620101050.0%
藤の花 (Rank 40)2026/10/161881044.4%
sutesute777 (Rank 39)2026/10/131913668.4%
pesonkun0519 (Rank 41)2026/10/1323131056.5%
iiv272 (Rank 41)2026/10/131612475.0%
めがじぇね (Rank 42)2026/10/121610662.5%
たつや (Rank 40)2026/10/121711664.7%
あむざん (Rank 41)2026/10/1233161748.5%
藪からBOY (Rank 43)2026/10/1229111837.9%
周大人 (Rank 42)2026/10/121651131.2%
lost-growth6050 (Rank 41)2026/10/0934191555.9%
ひかる (Rank 41)2026/10/062012860.0%
空き缶。 (Rank 41)2026/10/022213959.1%
中四国ウルフ (Rank 41)2026/10/02159660.0%
klkun (Rank 41)2026/10/02158753.3%
Tokkovanessa_VF (Rank 42)2026/09/2937221559.5%
ヤートン (Rank 40)2026/09/271815383.3%
せろり☆ (Rank 43)2026/09/184093122.5%
manatsu_7 (Rank 42)2026/08/3045222348.9%
spacex_falcon_heavy (Rank 43)2026/08/251981142.1%
おさげ (Rank 45)2026/08/212571828.0%
おかし (Rank 42)2026/07/1422101245.5%
やそかみ (Rank 42)2026/06/16156940.0%

Round openings

Jacky

Career
8,568–7,894 · 52.0%
This season
1,681 matches · 51.9%
Peak rank
43

First hit in 43.1% of 6,318 rounds. Won 53.8% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 42.6% of rounds, against 36.3% in their other rounds.
  • Against El Blaze: backs off first in 62.5% of rounds, against 36.3% against everyone else.
  • On Rectangle stages: waits first in 7.7% of rounds, against 4.5% on the other stages.
  • After opening the round before by backing off: backs off first in 47.3% of rounds, against 33.8% after anything else.
  • After winning a round: attacks straight away in 17.1% of rounds, against 12.6% after losing one.
  • When ahead: attacks straight away in 18.0% of rounds, against 13.4% when level or behind.
  • In round 4 or later: opens with “backdash into 4P+K+G Slide Shuffle (Deflect)” in 8.0% of rounds, against 4.4% in their other rounds.
  • Against Akira: opens with “backdash into 4P+K+G Slide Shuffle (Deflect)” in 17.6% of rounds, against 3.9% against everyone else.
  • On Half Fence stages: opens with “backdash into 4P+K+G Slide Shuffle (Deflect)” in 7.8% of rounds, against 5.3% on the other stages.
  • After opening the round before with “forward dash into evade up”: opens with “forward dash into evade up” in 12.5% of rounds, against 4.4% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 7.2% of rounds, against 3.1% after losing one.
  • When ahead: opens with “forward movement into P punch” in 6.8% of rounds, against 4.0% when level or behind.

How is this tested?

backdash into Slide Shuffle (Deflect)4P+K+G3475.5%
forward dash into evade up3114.9%
crouch dash forward into Smash Straight3P3014.7%
forward movement into punchP2714.3%
Slant Back Knuckle1P2173.4%
backward movement into backdash1973.1%
Middle Smash6P1822.9%
crouch dash forward into guardG1592.5%
backward movement into Beat KnuckleP+K1572.5%
backward movement into guardG1352.1%
backward movement into evade up1241.9%
crouch dash forward into evade down1221.9%
backdash into Spin Heel Sword4K+G1171.8%
forward dash into High Angle Upper Kick6K1141.8%
backdash into backward movement1091.7%

309 further openings account for the other 3,497 rounds.

Counted from 1,524 of the 1,681 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
Akira51–63 · 45%30–26 · 54%-5.2
Kage38–70 · 35%21–27 · 44%-7.2
Lau24–42 · 36%33–14 · 70%-32.8
Jacky33–23 · 59%26–14 · 65%-4.6
Shun27–21 · 56%24–20 · 55%+2.2
El Blaze26–35 · 43%14–15 · 48%too few to test
Lion28–26 · 52%15–10 · 60%too few to test
Vanessa35–16 · 69%12–9 · 57%too few to test
Brad29–25 · 54%6–9 · 40%too few to test
Sarah13–19 · 41%10–11 · 48%too few to test
Lei Fei18–9 · 67%12–13 · 48%too few to test
Pai31–19 · 62%5–4 · 56%too few to test
Wolf20–10 · 67%11–14 · 44%too few to test
Jean11–11 · 50%14–11 · 56%too few to test
Jeffry18–13 · 58%7–8 · 47%too few to test
Goh21–15 · 58%4–5 · 44%too few to test
Aoi14–17 · 45%3–3 · 50%too few to test
Taka14–9 · 61%7–3 · 70%too few to test
Eileen0–11 · 0%12–9 · 57%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.

157 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 (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: 12 of 18 tests hold up