VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jacky

パニガーレ

Career matches10,077
Career win rate45.0%
Round win rate49.0%
Peak rank27
Distinct opponents634
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1390 #2,702 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

Jacky2710,0774,5325,54545.0%

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

5,759 of 6,800 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.75205,759

By opponent's character

Akira8.8525889
Wolf8.9532606
Jacky8.4506497
Aoi8.9534442
Pai9.0542382
Shun8.5509372
Lion8.5511309
Goh8.7523283
Sarah8.5510322
Jeffry8.8529292
Kage8.3501225
Jean8.5512203
El Blaze8.2494164
Vanessa8.5512135
Lau8.8529178
Brad8.6518157
Lei Fei8.3498108
Eileen8.249579
Taka8.953657
Dural8.752359

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

Akira23412411053.0%+3.7
Wolf1868310344.6%+3.6
Jacky160709043.8%-2.8
Aoi132844863.6%+14.5
Pai119536644.5%-1.6
Shun104396537.5%-7.5
Lion94425244.7%-1.5
Goh88375142.0%-5.3
Sarah86414547.7%-3.1
Jeffry83414249.4%+4.2
Kage65293644.6%-7.4
Jean53203337.7%-2.2
El Blaze52232944.2%-1.8
Vanessa52292355.8%+6.8
Lau51193237.2%-10.6
Brad48232547.9%+2.5
Lei Fei40202050.0%+4.1
Eileen2791833.3%-15.9
Taka1941521.1%-28.4
Dural159660.0%+15.1

1 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

Half Fence1999310646.7%-0.3
Open1787010839.3%-8.6
Low Fence177819645.8%+1.1
Single Wall171828948.0%+2.5
Breakable Full Fence170868450.6%+3.9
Breakable Half Fence169848549.7%+3.0
Full Fence157728545.9%-2.2
Octagon155857054.8%+8.5
Rectangle148717748.0%+0.7
Full Fence and Open96366037.5%-9.0

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
Walls99849.2%47.2%+2.0
No walls52644.3%45.8%-1.5

Walls against open: +3.5 points (95% range -1.8 to +8.8), p 0.193 — 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

ILAYZA (Rank 22)2026/10/1697277.8%
VF (Rank 21)2026/10/1310100100.0%
うまい棒 (Rank 25)2026/10/12104640.0%
omuretukun (Rank 23)2026/10/1294544.4%
K (Rank 24)2026/10/1097277.8%
toothy-limb74 (Rank 24)2026/10/08105550.0%
48歳技覚えられないよ (Rank 27)2026/10/07123925.0%
TAIDADA (Rank 24)2026/09/24103730.0%
・・・・ (Rank 27)2026/09/19103730.0%
DDaDDai (Rank 28)2026/09/19125741.7%
無槪念野獸/무개념야수 (Rank 26)2026/09/18126650.0%
みの (Rank 24)2026/09/18116554.5%
kimxxxtt (Rank 23)2026/09/1893633.3%
シシマルGT (Rank 26)2026/09/17105550.0%
masabon734 (Rank 27)2026/09/08134930.8%
ちょいそる (Rank 27)2026/09/081421214.3%
[Garnet]agingcurvedAjeossi (Rank 27)2026/09/0792722.2%
dalmax72 (Rank 26)2026/09/07114736.4%
yonchi41 (Rank 24)2026/09/06179852.9%
胃弱 (Rank 24)2026/09/03135838.5%
Y-F8 (Rank 27)2026/08/31103730.0%
O.J.A (Rank 21)2026/08/27108280.0%
moga_moga24 (Rank 24)2026/08/0692722.2%
あぶらこ (Rank 23)2026/06/1396366.7%
ダイ (Rank 22)2026/06/11114736.4%

Round openings

Jacky

Career
4,532–5,545 · 45.0%
This season
1,708 matches · 46.8%
Peak rank
27

First hit in 42.0% of 6,250 rounds. Won 51.8% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 35.2% of rounds, against 17.9% in their other rounds.
  • Against Shun: evades first in 30.1% of rounds, against 20.5% against everyone else.
  • After winning a round: evades first in 25.9% of rounds, against 20.1% after losing one.
  • In round 1: opens with “G guard into P punch” in 14.4% of rounds, against 3.4% in their other rounds.
  • Against Shun: opens with “9K Double Dragon” in 13.8% of rounds, against 6.2% against everyone else.
  • After opening the round before with “crouch into 2K+G Lightning Kick 1”: opens with “9K Double Dragon” in 10.5% of rounds, against 7.0% after anything else.
  • After winning a round: opens with “evade up into 1PK Rage Kick” in 6.0% of rounds, against 2.8% after losing one.

How is this tested?

punchP72111.4%
crouch into Lightning Kick 12K+G5278.4%
Double Dragon9K4206.7%
guardG into punchP3876.2%
evade up into Rage Kick1PK2494.0%
evade up2343.7%
Middle Kick3K1312.1%
Groin Kick6K+G1292.0%
punchP into Rage Kick1PK1292.0%
evade down into guardG1091.7%
Middle Kick3K into Middle Kick~Jab3KP1041.6%
evade up into Groin Kick6K+G981.6%
punchP into Jab StraightPP961.5%
guardG into evade down941.5%
Bil Jee6P+K881.4%

323 further openings account for the other 2,779 rounds.

Counted from 1,579 of the 1,708 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
Akira55–46 · 54%43–40 · 52%+0.0
Wolf52–62 · 46%18–20 · 47%+2.6
Jacky38–43 · 47%25–36 · 41%+1.4
Aoi44–21 · 68%22–17 · 56%+10.9
Pai33–29 · 53%10–21 · 32%+19.9
Shun20–34 · 37%16–21 · 43%-7.5
Goh23–29 · 44%8–19 · 30%too few to test
Lion26–26 · 50%11–12 · 48%too few to test
Sarah24–26 · 48%10–11 · 48%too few to test
Jeffry24–17 · 59%10–16 · 38%too few to test
Kage13–17 · 43%8–13 · 38%too few to test
El Blaze16–20 · 44%1–7 · 12%too few to test
Lau12–17 · 41%4–14 · 22%too few to test
Brad16–17 · 48%4–7 · 36%too few to test
Vanessa15–12 · 56%5–6 · 45%too few to test
Jean11–17 · 39%5–7 · 42%too few to test
Lei Fei12–15 · 44%7–3 · 70%too few to test
Eileen5–12 · 29%3–3 · 50%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.

129 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: 7 of 18 tests hold up