VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

bagtalk23

  • Jean
Career matches524
Career win rate63.9%
Round win rate55.0%
Peak rank27
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1502 #1,999 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

Jacky2729018011062.1%
Jean262341557966.2%

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

523 of 522 rounds counted

7.6 inputs a second (458 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.6455448
Jean7.947475

By opponent's character

Akira8.047777
Jean6.941565
Brad7.444452
Goh7.344040
Jacky8.148538
Jeffry8.248935
Pai7.545132
Sarah7.243536
Vanessa8.248933
Aoi7.544721
Wolf8.350121
Kage7.545217
Taka7.645414
Eileen6.63967
Lau7.94737
Lei Fei7.64549
Lion8.65149
Shun7.44436
El Blaze8.75244

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

Akira1871138.9%-11.5
Jean1715288.2%+12.8
Brad138561.5%-1.6
Goh117463.6%-14.6
Jacky94544.4%-1.7
Jeffry98188.9%+28.8
Pai94544.4%-1.6
Sarah81712.5%-24.0
Vanessa86275.0%+22.5
Aoi52340.0%-6.8
Wolf52340.0%-21.4
Kage43175.0%+9.8
Taka440100.0%+44.4
Eileen2020.0%-13.7
Lau220100.0%+21.1
Lei Fei2020.0%-31.6
Lion21150.0%-23.0
Shun2020.0%-41.2
El Blaze110100.0%+53.5

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

Half Fence1881044.4%-3.1
Rectangle189950.0%-3.4
Octagon1711664.7%+11.2
Breakable Full Fence1412285.7%+9.9
Full Fence145935.7%-22.3
Low Fence1310376.9%+18.8
Single Wall128466.7%+8.5
Breakable Half Fence95455.6%-7.8
Open84450.0%-0.9
Full Fence and Open51420.0%-20.2

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
Walls9055.6%57.3%-1.7
No walls3366.7%57.4%+9.2

Walls against open: -11.0 points (95% range -28.9 to +7.0), p 0.230 — 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

Kaashif (Rank 24)2026/06/1932166.7%
Akai (Rank 38)2026/06/194040.0%
xChimerax (Rank 32)2026/06/192020.0%
STOPMOTION (Rank 26)2026/06/1932166.7%
Scorcho (Rank 22)2026/06/1931233.3%
nervyharbor (Rank 32)2026/06/1951420.0%
stephentylermager (Rank 24)2026/06/1964266.7%
Sambin0 (Rank 26)2026/06/19440100.0%
NoOneSpecific (Rank 30)2026/06/1853260.0%
TheIllusiveMax (Rank 11)2026/06/18220100.0%
tenpai (Rank 30)2026/06/182020.0%
I'monlysleeping (Rank 33)2026/06/172020.0%
DestructionBomb (Rank 26)2026/06/17157846.7%
j_remover (Rank 29)2026/06/1752340.0%
johncha (Rank 22)2026/06/16220100.0%
ColonelMeanders (Rank 19)2026/06/161614287.5%
dishikang123 (Rank 21)2026/06/1298188.9%
BandoSensei (Rank 22)2026/06/1254180.0%
Radamyr (Rank 29)2026/06/112020.0%
H.P.Starcraft (Rank 26)2026/06/112020.0%
tth (Rank 26)2026/06/0732166.7%
Dodoflump(50IQ) (Rank 35)2026/06/073030.0%
bugprincess(bpdmaxxing) (Rank 31)2026/06/073030.0%
Sankofa (Rank 23)2026/06/07660100.0%
truckstopchilidog (Rank 21)2026/06/0732166.7%

Round openings

Every character

backdash into Beat KnuckleP+K6512.4%
backdash448.4%
punchP into kickK315.9%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K254.8%
evade up224.2%
Slide Shuffle (Deflect)4P+K+G193.6%
Low Spin Kick1K+G183.4%
Low Spin Kick1K+G into guardG183.4%
Middle Smash6P into Middle Smash Sword6PK142.7%
punchP142.7%
backdash into Kake'uchi~Maekeri'age46PK132.5%
evade up into throwP+G122.3%
backdash into Long Stride Back Knuckle4P+K101.9%
backdash into guardG81.5%
Middle Smash6P71.3%

102 further openings account for the other 203 rounds.

Jacky

Career
180–110 · 62.1%
This season
113 matches · 57.5%
Peak rank
27

First hit in 45.4% of 445 rounds. Won 60.4% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Beat KnuckleP+K6514.5%
backdash429.4%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K255.6%
punchP into kickK204.5%
Slide Shuffle (Deflect)4P+K+G194.2%
Low Spin Kick1K+G184.0%
Low Spin Kick1K+G into guardG184.0%
evade up184.0%
Middle Smash6P into Middle Smash Sword6PK143.1%
backdash into Long Stride Back Knuckle4P+K102.2%
evade up into throwP+G102.2%
backdash into guardG81.8%
punchP81.8%
Middle Smash6P71.6%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward71.6%

79 further openings account for the other 159 rounds.

Jean

Career
155–79 · 66.2%
This season
18 matches · 55.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kake'uchi~Maekeri'age46PK1317.3%
punchP into kickK1114.7%
punchP68.0%
evade up45.3%
Shitanagi Shutou1P34.0%
Shitanagi Shutou1P into guardG34.0%
backdash into Yoko'enpi6P34.0%
evade down into throwP+G34.0%
evade up into Chudan Mawashigeri3K34.0%
Harai'uke (Deflect)4P+K+G into Chinshin Seichuken4PP22.7%
backdash22.7%
backdash into Kousenshu4KP22.7%
evade up into throwP+G22.7%
Agezuki3P+K11.3%
Gyaku Seikenzuki66P11.3%

16 further openings account for the other 16 rounds.

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 (13 here; about 0.7 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: 0 of 13 tests hold up
  • Jean: not tested (too few rounds)