VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Jacky

Career matches2,687,442,808
Career win rate6.9%
Round win rate51.2%
Peak rank30
Distinct opponents232
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1498 #2,029 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

Jacky302,687,442,808186,100,2132,501,342,5956.9%

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

3,194 of 4,370 rounds counted

4.5 inputs a second (273 a minute) this season. Faster than 0% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky4.52733,194

By opponent's character

Akira4.6274410
Wolf4.8289279
Shun4.4264299
Sarah4.6277282
Lau4.7284238
Goh4.4262223
Vanessa4.6275180
Pai4.6276196
Jacky4.6277175
El Blaze4.3260161
Lion4.4266124
Aoi4.4266166
Lei Fei4.225374
Jeffry4.728188
Kage4.526849
Brad4.627559
Dural4.728048
Jean4.426466
Taka4.627565
Eileen4.728312

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

Akira139697049.6%-3.9
Wolf98435543.9%+1.8
Shun86513559.3%+8.1
Sarah81493260.5%+12.1
Lau78354344.9%-3.4
Goh75255033.3%-8.5
Vanessa74314341.9%-10.6
Pai59411869.5%+12.2
Jacky58243441.4%-15.9
El Blaze54173731.5%-11.7
Lion53272650.9%-1.1
Aoi49381177.5%+20.7
Lei Fei45261957.8%-5.5
Jeffry36201655.6%-0.9
Kage32181456.2%+10.7
Brad29151451.7%-7.0
Dural2417770.8%+9.5
Jean1881044.4%-3.3
Taka1814477.8%+13.7
Eileen74357.1%-8.2

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

Breakable Full Fence134716353.0%+1.0
Rectangle125715456.8%+6.1
Full Fence124665853.2%-1.3
Open124606448.4%-0.9
Octagon114645056.1%+2.9
Single Wall111565550.5%+0.1
Breakable Half Fence98485049.0%+1.2
Half Fence94573760.6%+7.1
Low Fence89404944.9%-3.9
Full Fence and Open54183633.3%-21.7

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
Walls68954.7%52.3%+2.4
No walls32448.1%49.4%-1.3

Walls against open: +3.7 points (95% range -3.8 to +11.2), p 0.335 — 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

たか (Rank 32)2026/10/1537162143.2%
babo209 (Rank 26)2026/09/303930976.9%
KillBill (Rank 32)2026/09/143572820.0%
JOHNFLOE (Rank 29)2026/09/13312296.5%
パイオツカイデ (Rank 26)2026/09/021431121.4%
skywalkeR78081 (Rank 24)2026/09/021210283.3%
たけし (Rank 29)2026/08/241931615.8%
μ (Rank 28)2026/08/2428121642.9%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 29)2026/08/02115645.5%
ゅろぽ (Rank 24)2026/07/27118372.7%
オージ (Rank 27)2026/07/251981142.1%
T-J-J (Rank 23)2026/07/25148657.1%
B4JIAkiZen (Rank 29)2026/07/22150150.0%
Hadouken (Rank 22)2026/07/2014140100.0%
narumi_aizawa (Rank 25)2026/07/20102820.0%
Konjikinoame (Rank 25)2026/07/201810855.6%
wavy_route9 (Rank 21)2026/07/17119281.8%
twinsshine (Rank 27)2026/07/16115645.5%
Onpwnage (Rank 29)2026/07/15147750.0%
MELTBUTTER (Rank 29)2026/06/29169756.2%
SUTEKI-_-san (Rank 29)2026/06/281651131.2%
THE_SnASH (Rank 23)2026/06/271613381.2%
nkazu581 (Rank 23)2026/06/241521313.3%
Akishin-0313 (Rank 29)2026/05/191731417.6%
Blayer98 (Rank 24)2026/05/16118372.7%

Round openings

Jacky

Career
186,100,213–2,501,342,595 · 6.9%
This season
1,113 matches · 51.4%
Peak rank
30

First hit in 37.9% of 4,231 rounds. Won 53.6% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 70.7% of rounds, against 51.9% in their other rounds.
  • Against Akira: backs off first in 38.0% of rounds, against 19.8% against everyone else.
  • On Rectangle stages: evades first in 27.2% of rounds, against 17.8% on the other stages.
  • After opening the round before by attacking: evades first in 23.3% of rounds, against 19.1% after anything else.
  • After losing a round: attacks straight away in 57.0% of rounds, against 46.9% after winning one.
  • In round 1: opens with “1K+G Low Spin Kick” in 37.9% of rounds, against 16.5% in their other rounds.
  • Against Sarah: opens with “backdash into G guard” in 13.3% of rounds, against 6.3% against everyone else.
  • On Rectangle stages: opens with “evade down” in 14.6% of rounds, against 8.8% on the other stages.
  • After opening the round before with “1K+G Low Spin Kick”: opens with “9K Double Dragon” in 24.6% of rounds, against 11.3% after anything else.
  • After losing a round: opens with “1K+G Low Spin Kick” in 23.6% of rounds, against 9.9% after winning one.
  • When behind: opens with “1K+G Low Spin Kick” in 21.7% of rounds, against 13.3% when ahead or level.
  • After being hit first in the round before: opens with “1K+G Low Spin Kick” in 18.0% of rounds, against 14.2% after landing the first hit.

How is this tested?

Low Spin Kick1K+G93521.9%
Double Dragon9K64815.2%
evade down4109.6%
backdash into Middle Spin Kick46K+G3428.0%
backdash into guardG2926.8%
Double Dragon9K into kickK2776.5%
Jab StraightPP into Jab Double StraightPPP2445.7%
evade down into High Angle Upper Kick6K1854.3%
punchP into Jab StraightPP862.0%
backdash into backward movement691.6%
forward dash into throwP+G621.5%
backdash into Spinning Arm Kick4PK421.0%
evade up411.0%
Lightning Kick 12K+G350.8%
High Angle Upper Kick6K310.7%

106 further openings account for the other 561 rounds.

Counted from 1,083 of the 1,113 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
Akira55–44 · 56%10–20 · 33%+16.6
Wolf24–28 · 46%13–20 · 39%+2.2
Shun37–25 · 60%7–4 · 64%too few to test
Sarah28–14 · 67%16–15 · 52%+5.1
Goh15–31 · 33%9–14 · 39%too few to test
Lau23–20 · 53%9–10 · 47%too few to test
Vanessa21–26 · 45%8–9 · 47%too few to test
Pai16–5 · 76%22–11 · 67%too few to test
El Blaze11–20 · 35%5–15 · 25%too few to test
Lion21–16 · 57%6–8 · 43%too few to test
Jacky16–17 · 48%6–8 · 43%too few to test
Aoi27–10 · 73%8–0 · 100%too few to test
Lei Fei12–7 · 63%10–3 · 77%too few to test
Jeffry11–12 · 48%5–4 · 56%too few to test
Kage8–8 · 50%8–6 · 57%too few to test
Brad9–5 · 64%6–4 · 60%too few to test
Dural15–5 · 75%1–2 · 33%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.

30 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