VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Varsity0326

Career matches7,135
Career win rate49.6%
Round win rate48.7%
Peak rank30
Distinct opponents266
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1496 #2,044 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

Jacky307,1353,5413,59449.6%

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

3,111 of 3,650 rounds counted

7.3 inputs a second (436 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.34363,111

By opponent's character

Akira7.4446603
Wolf7.5449344
Jacky7.4442287
Goh7.4445221
Jean7.5449192
Aoi6.8410171
Lion7.1428151
Shun7.1426127
Pai6.9415140
Kage7.0419145
Sarah7.0421125
Vanessa7.2433107
El Blaze7.1424106
Jeffry7.3438101
Lau7.544980
Brad6.941461
Lei Fei7.746044
Taka7.042052
Eileen6.941631
Dural7.041723

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

Akira157807751.0%+2.9
Wolf113615254.0%+6.8
Jacky80344642.5%-2.8
Goh59273245.8%-4.2
Jean57243342.1%-4.1
Aoi44242054.5%+8.2
Lion42162638.1%-5.1
Shun42192345.2%-1.7
Pai40241660.0%+11.9
Kage38142436.8%-7.2
Sarah37132435.1%-15.6
Vanessa35201557.1%+12.2
El Blaze34161847.1%-2.7
Jeffry32141843.8%-3.0
Lau27151255.6%+11.4
Brad2071335.0%-19.6
Lei Fei1910952.6%+9.8
Taka1541126.7%-17.3
Eileen105550.0%+2.5
Dural93633.3%-22.1

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Octagon108476143.5%-4.5
Half Fence101485347.5%+1.7
Full Fence100544654.0%+7.7
Single Wall94425244.7%-3.0
Breakable Half Fence90454550.0%+1.1
Rectangle90474352.2%+5.8
Low Fence85404547.1%+0.5
Open75373849.3%+0.7
Breakable Full Fence71254635.2%-13.7
Full Fence and Open57263145.6%-0.9

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
Walls56047.5%47.4%+0.1
No walls25446.9%47.5%-0.7

Walls against open: +0.8 points (95% range -6.4 to +8.0), p 0.831 — 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

ペケ壱 (Rank 29)2026/10/1695455.6%
manao_0609 (Rank 31)2026/10/1694544.4%
LSt_14 (Rank 32)2026/10/1695455.6%
MATSUNAGAAKIRA.REBOOT (Rank 27)2026/10/14149564.3%
B.S.R-JP (Rank 29)2026/10/14104640.0%
TaKaArAsHi573 (Rank 25)2026/09/2985362.5%
ノーグッドルーザー (Rank 28)2026/09/2995455.6%
マクシミリアン15世 (Rank 30)2026/09/291331023.1%
ちょいそる (Rank 27)2026/09/29125741.7%
おるが@のびしろF (Rank 31)2026/09/25145935.7%
be-shedded (Rank 28)2026/09/17116554.5%
CELIS (Rank 26)2026/09/15102820.0%
delicioso (Rank 32)2026/08/2691811.1%
μ (Rank 27)2026/08/262718966.7%
hahaha (Rank 29)2026/08/26178947.1%
mmmsm (Rank 29)2026/08/26116554.5%
juste (Rank 29)2026/08/251531220.0%
青山@はなちゃん (Rank 30)2026/08/2583537.5%
TERA (Rank 25)2026/08/18125741.7%
たんぽぽおしゃべり会 (Rank 31)2026/07/2892722.2%
鳩男 (Rank 29)2026/07/26106460.0%
nikuzuki (Rank 28)2026/07/26145935.7%
headup11 (Rank 29)2026/07/2282625.0%
twinsshine (Rank 28)2026/07/08116554.5%
kobaman (Rank 24)2026/05/1993633.3%

Round openings

Jacky

Career
3,541–3,594 · 49.6%
This season
910 matches · 47.2%
Peak rank
30

First hit in 52.1% of 3,196 rounds. Won 52.5% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 56.5% of rounds, against 39.2% in their other rounds.
  • Against Shun: evades first in 36.4% of rounds, against 14.6% against everyone else.
  • After opening the round before by attacking: backs off first in 43.7% of rounds, against 37.4% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 17.3% of rounds, against 11.0% after anything else.
  • In round 1: opens with “backdash into 4K+G Spin Heel Sword” in 22.7% of rounds, against 17.5% in their other rounds.
  • Against Pai: opens with “backdash into 1P Slant Back Knuckle” in 20.6% of rounds, against 7.0% against everyone else.
  • On Octagon stages: opens with “backdash into 1P Slant Back Knuckle” in 12.6% of rounds, against 6.9% on the other stages.
  • After opening the round before with “evade down into 66K Dash Hammer Kick”: opens with “evade down into 66K Dash Hammer Kick” in 17.2% of rounds, against 6.4% after anything else.

How is this tested?

backdash into Spin Heel Sword4K+G60418.8%
punchP into Jab StraightPP2959.2%
backdash into Slant Back Knuckle1P2497.7%
evade down into Dash Hammer Kick66K2006.2%
backdash into Rage Kick1PK1915.9%
forward dash into Low Spin Kick1K+G1665.2%
punchP1574.9%
Beat KnuckleP+K1253.9%
forward movement into punchP1243.9%
Jab StraightPP into Jab Double StraightPPP762.4%
backdash into Long Stride Back Knuckle4P+K722.2%
evade up into Dash Hammer Kick66K712.2%
backdash into Dash Hammer Kick66K551.7%
punchP into Double Punch Slash KickPPK421.3%
backward movement into Spin Heel Sword4K+G401.2%

160 further openings account for the other 753 rounds.

Counted from 802 of the 910 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
Akira32–34 · 48%22–22 · 50%-1.9
Wolf36–37 · 49%13–7 · 65%too few to test
Jacky19–29 · 40%10–11 · 48%too few to test
Goh19–22 · 46%6–6 · 50%too few to test
Jean22–22 · 50%1–3 · 25%too few to test
Lion8–9 · 47%4–9 · 31%too few to test
Pai13–7 · 65%10–5 · 67%too few to test
Shun12–15 · 44%4–5 · 44%too few to test
Aoi10–10 · 50%6–5 · 55%too few to test
El Blaze12–11 · 52%3–5 · 38%too few to test
Sarah7–13 · 35%0–4 · 0%too few to test
Vanessa13–7 · 65%4–4 · 50%too few to test
Jeffry8–6 · 57%5–5 · 50%too few to test
Kage9–10 · 47%1–5 · 17%too few to test
Lau9–7 · 56%4–4 · 50%too few to test
Brad3–6 · 33%4–5 · 44%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.

108 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 (17 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: 8 of 17 tests hold up