VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Gun-Interceptor

Career matches7,926
Career win rate47.8%
Round win rate49.0%
Peak rank30
Distinct opponents426
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1426 #2,498 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

Jacky307,9063,7834,12347.9%
Wolf—2051525.0%

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

5,433 of 6,295 rounds counted

6.6 inputs a second (394 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.63945,433

By opponent's character

Akira6.7400633
Wolf6.5393607
Jacky6.5390522
Jeffry6.5388390
Jean6.6395336
Shun6.7400244
Kage6.5389266
Goh6.3376325
Lau6.6397316
Sarah6.8408225
El Blaze6.4386285
Pai6.5388276
Aoi6.3380202
Brad6.9416161
Lion6.7402197
Vanessa6.5389109
Eileen6.740393
Lei Fei7.041997
Dural6.740084
Taka6.539265

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

Akira1939110247.1%-1.2
Wolf163907355.2%+4.6
Jacky144766852.8%+6.7
Jeffry111496244.1%-3.7
Jean89404944.9%+0.5
Shun87305734.5%-10.2
Kage85374843.5%-1.2
Goh84434151.2%-1.3
Lau84295534.5%-14.2
Sarah74334144.6%-8.3
El Blaze73363749.3%-1.1
Pai71413057.8%+7.2
Aoi63352855.6%+3.4
Brad53242945.3%+2.0
Lion49252451.0%+7.0
Vanessa42222052.4%+2.8
Eileen2415962.5%+15.5
Lei Fei24121250.0%+6.1
Dural22101245.5%-5.0
Taka1610662.5%+12.0

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence1838310045.4%-2.4
Octagon181988354.1%+5.7
Breakable Half Fence171878450.9%+3.7
Open171779445.0%-3.3
Single Wall151619040.4%-8.1
Low Fence145697647.6%+0.5
Rectangle145697647.6%-1.2
Half Fence136587842.6%-6.3
Breakable Full Fence129616847.3%-1.3
Full Fence and Open83523162.6%+12.2

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
Walls94548.3%48.3%-0.0
No walls46744.3%47.6%-3.3

Walls against open: +3.3 points (95% range -2.5 to +9.0), p 0.261 — 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

μ (Rank 26)2026/10/18116554.5%
cokeshi (Rank 29)2026/10/1424101441.7%
マクシミリアン15世 (Rank 31)2026/10/111221016.7%
ザイオン (Rank 26)2026/10/09115645.5%
marble-w03 (Rank 27)2026/09/30106460.0%
siesuu (Rank 30)2026/09/23103730.0%
JAGAMARU-MIKE (Rank 30)2026/09/1894544.4%
handon-san- (Rank 28)2026/09/1796366.7%
midori6127 (Rank 28)2026/09/14117463.6%
RX-7FD3S-Type-RS (Rank 25)2026/09/132015575.0%
fwnd1396 (Rank 30)2026/09/09136746.1%
DDaDDai (Rank 28)2026/09/02103730.0%
Sasuquatchfabrix (Rank 30)2026/09/02106460.0%
rauscarlet (Rank 27)2026/09/02114736.4%
moga_moga24 (Rank 27)2026/08/3097277.8%
toyotaATSUSHI (Rank 28)2026/08/28114736.4%
HaseMasa (Rank 25)2026/08/28147750.0%
44884 (Rank 30)2026/08/2796366.7%
ratel-d9 (Rank 24)2026/08/2130141646.7%
juste (Rank 29)2026/08/2193633.3%
ShieldHolder (Rank 28)2026/08/211551033.3%
maripon (Rank 30)2026/07/16134930.8%
Hi-VisionZERO (Rank 31)2026/07/10136746.1%
獣王(設定2) (Rank 30)2026/06/28104640.0%
SUTEKI-_-san (Rank 28)2026/06/15113827.3%

Round openings

Jacky

Career
3,783–4,123 · 47.9%
This season
1,551 matches · 48.2%
Peak rank
30

First hit in 44.9% of 5,941 rounds. Won 54.2% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 75.6% of rounds, against 68.7% in their other rounds.
  • Against Lion: attacks straight away in 82.1% of rounds, against 70.0% against everyone else.
  • On Rectangle stages: attacks straight away in 74.6% of rounds, against 69.9% on the other stages.
  • After opening the round before by attacking: attacks straight away in 70.3% of rounds, against 64.8% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 4.9% of rounds, against 2.2% after anything else.
  • After winning a round: backs off first in 23.8% of rounds, against 17.9% after losing one.
  • When ahead: backs off first in 23.5% of rounds, against 18.2% when level or behind.
  • In round 1: opens with “P punch into PP Jab Straight” in 8.9% of rounds, against 5.4% in their other rounds.
  • Against Aoi: opens with “46K+G Middle Spin Kick” in 13.3% of rounds, against 6.7% against everyone else.
  • On Octagon stages: opens with “66K Dash Hammer Kick” in 8.0% of rounds, against 4.7% on the other stages.
  • After opening the round before with “backdash into 46K+G Middle Spin Kick”: opens with “backdash into 46K+G Middle Spin Kick” in 12.6% of rounds, against 3.8% after anything else.
  • After losing a round: opens with “66K Dash Hammer Kick” in 6.5% of rounds, against 3.7% after winning one.
  • When ahead: opens with “backdash into 46K+G Middle Spin Kick” in 5.6% of rounds, against 3.2% when level or behind.

How is this tested?

Middle Spin Kick46K+G4146.9%
punchP into Jab StraightPP3756.3%
backdash into Spin Heel Sword4K+G3616.0%
Dash Hammer Kick66K3105.2%
backdash into Middle Spin Kick46K+G2333.9%
Slant Back Knuckle1P into Rage Kick1PK2273.8%
crouch into Low Spin Kick1K+G2173.6%
Groin Kick6K+G1993.3%
backward movement into Groin Kick6K+G1843.1%
up-forward kick+guard9K+G1752.9%
Low Spin Kick1K+G1532.6%
Low Spin Kick1K+G into guardG1452.4%
Step-in Middle Kick66K+G1041.7%
Low Spin Kick1K+G into evade down971.6%
Middle Smash6P951.6%

373 further openings account for the other 2,692 rounds.

Counted from 1,473 of the 1,551 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
Akira56–61 · 48%24–28 · 46%+1.0
Wolf61–48 · 56%19–21 · 48%+6.9
Jacky46–45 · 51%18–14 · 56%-1.6
Jeffry29–37 · 44%13–18 · 42%-0.2
Shun22–35 · 39%8–20 · 29%too few to test
Jean23–29 · 44%9–13 · 41%too few to test
Lau15–25 · 38%9–18 · 33%too few to test
Kage20–28 · 42%12–10 · 55%too few to test
Goh21–18 · 54%7–12 · 37%too few to test
El Blaze23–20 · 53%8–13 · 38%too few to test
Sarah19–21 · 48%9–15 · 38%too few to test
Pai15–10 · 60%15–12 · 56%too few to test
Aoi18–13 · 58%13–12 · 52%too few to test
Brad14–16 · 47%10–13 · 43%too few to test
Lion15–15 · 50%8–9 · 47%too few to test
Vanessa15–14 · 52%5–4 · 56%too few to test
Eileen6–7 · 46%5–1 · 83%too few to test
Lei Fei9–6 · 60%2–5 · 29%too few to test
Dural5–8 · 38%4–2 · 67%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.

78 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: 13 of 17 tests hold up