VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Imoarai_J

  • Jean
Career matches2,403
Career win rate51.1%
Round win rate48.0%
Peak rank29
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1489 #2,092 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

Jacky292,4011,2251,17651.0%
Jean21220100.0%

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

344 of 344 rounds counted

7.5 inputs a second (451 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.5451341
Jean7.34403

By opponent's character

Jacky7.444567
Aoi7.947433
Akira7.444229
El Blaze7.645626
Sarah7.344125
Jean7.243024
Lau7.645425
Jeffry7.544719
Vanessa7.343517
Wolf8.249319
Eileen7.745911
Lion7.846513
Pai7.54519
Shun7.645511
Kage7.34399
Dural7.74644
Taka6.63953

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

Jacky169756.2%+12.3
Aoi87187.5%+20.3
Akira72528.6%-15.5
El Blaze71614.3%-36.5
Sarah75271.4%+11.1
Jean63350.0%+4.1
Lau62433.3%-24.6
Jeffry53260.0%+7.8
Vanessa41325.0%-20.5
Wolf440100.0%+36.1
Eileen330100.0%+57.6
Lion31233.3%-20.4
Pai3030.0%-51.0
Shun31233.3%-10.6
Kage2020.0%-31.3
Dural110100.0%+49.0
Taka110100.0%+57.5

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

Full Fence136746.1%-7.6
Octagon139469.2%+21.3
Breakable Full Fence125741.7%-9.7
Breakable Half Fence103730.0%-24.2
Half Fence96366.7%+17.7
Open85362.5%+12.7
Low Fence73442.9%-9.1
Rectangle72528.6%-24.4
Full Fence and Open53260.0%+15.2
Single Wall220100.0%+37.1

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
Walls6448.4%51.2%-2.8
No walls1758.8%52.6%+6.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

orz (Rank 30)2026/10/182020.0%
Laozhou (Rank 27)2026/10/1851420.0%
katane3415 (Rank 23)2026/10/18220100.0%
つがさん (Rank 30)2026/10/1621150.0%
hahaha (Rank 28)2026/10/1664266.7%
Agito (Rank 27)2026/10/162020.0%
Marooned (Rank 24)2026/10/1632166.7%
SSS (Rank 25)2026/10/15220100.0%
しゅが~nsr (Rank 27)2026/10/1521150.0%
HavocWingPLZG (Rank 26)2026/10/1532166.7%
タイヨウ (Rank 29)2026/10/152020.0%
クロサギ@はなちゃん (Rank 32)2026/10/152020.0%
yuzu (Rank 27)2026/10/152020.0%
SAZABI (Rank 30)2026/10/1451420.0%
48歳技覚えられないよ (Rank 29)2026/10/1021150.0%
ゲス拳サンボ☆彡 (Rank 26)2026/10/0231233.3%
yu0319zu (Rank 14)2026/10/02220100.0%
弱者 (Rank 30)2026/09/302020.0%
asteroid-belt777 (Rank 25)2026/09/22220100.0%
M&E (Rank 24)2026/09/15220100.0%
ちょいそる (Rank 28)2026/09/1531233.3%
carchariasvit (Rank 29)2026/09/15220100.0%
NORESPECT (Rank 28)2026/09/1521150.0%
cs2skoda (Rank 23)2026/09/13220100.0%
三輪ですが@SRGM (Rank 24)2026/09/07110100.0%

Round openings

Jacky

Career
1,225–1,176 · 51.0%
This season
85 matches · 51.8%
Peak rank
29

First hit in 52.9% of 136 rounds. Won 58.3% of the rounds they struck first, 54.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G2216.1%
crouch into Rage Kick1PK139.5%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward118.0%
Spinning Back Knuckle4P into Double Back Knuckle4PP96.6%
Beat KnuckleP+K into Beat Spin KickP+KK85.8%
Middle Smash6P into Middle Smash Back Knuckle6PP85.8%
Dash Hammer Kick66K53.6%
Middle Smash6P into Middle Smash Sword6PK53.6%
Middle Smash6P42.9%
Standing Knee Kick Combo4KK into Standing Knee Kick Combo: Spark4KKK32.2%
Jab StraightPP into Jab Double StraightPPP21.5%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP21.5%
Slide Shuffle (Deflect)4P+K+G into crouch21.5%
Switch StepP+K+G into crouch dash forward21.5%
crouch into Low Spin Kick1K+G21.5%

35 further openings account for the other 39 rounds.

Counted from 35 of the 85 matches played. The rest were not pulled for openings.

Not counted here: Jean. Their matches were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)