VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

cx-server

  • Jeffry
Career matches4,771
Career win rate51.8%
Round win rate46.1%
Peak rank37
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1745 #597 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

Jacky373,7741,9371,83751.3%
Jeffry3599753446353.6%

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

309 of 1,130 rounds counted

8.0 inputs a second (482 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.1486201
Jeffry7.9475108

By opponent's character

Jacky8.249230
Jeffry8.249465
Akira8.048111
Aoi7.846814
Jean8.24898
Lion7.746054
Brad7.745921
Lau8.148843
El Blaze7.344016
Wolf8.349814
Kage8.24915
Taka8.450410
Pai9.355611
Eileen7.94767

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

Jacky46212545.6%+3.4
Jeffry44222250.0%+3.7
Akira33141942.4%-3.6
Aoi21111052.4%+15.7
Jean1911857.9%+9.6
Lion189950.0%+0.3
Vanessa1521313.3%-19.4
Brad1431121.4%-15.4
Lau125741.7%+1.0
El Blaze95455.6%+7.9
Sarah91811.1%-30.2
Goh85362.5%+12.2
Wolf83537.5%-7.3
Kage72528.6%-7.4
Lei Fei51420.0%-16.6
Taka41325.0%-17.1
Pai32166.7%+7.4
Shun32166.7%+20.8
Eileen220100.0%+48.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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 Half Fence35142140.0%-4.7
Single Wall34151944.1%+0.1
Rectangle32112134.4%-9.6
Full Fence30141646.7%+3.3
Breakable Full Fence28131546.4%+4.2
Low Fence28121642.9%+1.9
Octagon27121544.4%+3.1
Full Fence and Open2171433.3%-13.6
Half Fence2011955.0%+8.3
Open1771041.2%-1.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17243.6%43.5%+0.1
No walls7943.0%42.7%+0.4

Walls against open: -0.3 points (95% range -13.4 to +12.8), p 0.963 — 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

ぽん (Rank 38)2026/05/315050.0%
MikuMartineau (Rank 30)2026/05/3143175.0%
jijitax4 (Rank 37)2026/05/2594544.4%
ネンジ (Rank 38)2026/05/2143175.0%
★闘将拉麵男★ (Rank 36)2026/05/2164266.7%
NORESPECT (Rank 33)2026/05/19158753.3%
のみ (Rank 32)2026/05/1943175.0%
Hi:D (Rank 33)2026/05/1952340.0%
くりたろう (Rank 32)2026/05/1964266.7%
UltimateGohan (Rank 37)2026/05/1983537.5%
ダンシングまるこ (Rank 39)2026/05/16103730.0%
JANGGANG (Rank 39)2026/05/1672528.6%
ZRX-1100 (Rank 37)2026/05/1681712.5%
保育園中退 (Rank 39)2026/05/1641325.0%
Aki (Rank 38)2026/05/1542250.0%
めろぴ。 (Rank 40)2026/05/119090.0%
ふぇに (Rank 34)2026/05/0842250.0%
くろね@のびしろF (Rank 34)2026/05/0563350.0%
spacex_falcon_heavy (Rank 40)2026/05/055050.0%
朧月 (Rank 33)2026/04/3043175.0%
るりじゃいき (Rank 39)2026/04/3052340.0%
テクノモデル (Rank 35)2026/04/30116554.5%
ManEater (Rank 36)2026/04/2073442.9%
しろ/Shiro (Rank 33)2026/03/2841325.0%
タイヨウ (Rank 30)2026/03/28115645.5%

Round openings

Every character

Middle Smash6P978.6%
forward movement into punchP756.6%
backdash into evade up696.1%
forward dash into Low Spin Kick1K+G383.4%
Knee Push4K into Knee Push Wild Hook4KP312.7%
Elbow Butt6P292.6%
backdash into High Angle Upper Kick6K292.6%
backdash into Middle Smash6P292.6%
backdash into Tsunami Beat3K+G262.3%
backward movement into Beat & Back KnuckleP+KP242.1%
forward movement into Double KnucklePP242.1%
backdash into Long Stride Back Knuckle4P+K232.0%
forward movement into Punch High KickPK232.0%
backdash into Kenka Hook46P211.9%
Spin Heel Sword4K+G191.7%

178 further openings account for the other 577 rounds.

Jacky

Career
1,937–1,837 · 51.3%
This season
197 matches · 42.1%
Peak rank
37

First hit in 46.2% of 773 rounds. Won 47.6% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

  • After losing a round: attacks straight away in 38.1% of rounds, against 22.3% after winning one.
  • When ahead: backs off first in 43.0% of rounds, against 27.4% when level or behind.
  • After losing a round: opens with “6P Middle Smash” in 18.4% of rounds, against 8.0% after winning one.

How is this tested?

Middle Smash6P9712.4%
forward movement into punchP607.6%
backdash into evade up526.6%
forward dash into Low Spin Kick1K+G384.8%
backdash into High Angle Upper Kick6K293.7%
backdash into Middle Smash6P293.7%
backward movement into Beat & Back KnuckleP+KP243.1%
backdash into Long Stride Back Knuckle4P+K232.9%
forward movement into Punch High KickPK232.9%
Spin Heel Sword4K+G192.4%
backdash into Spin Heel Sword4K+G182.3%
Dash Hammer Kick66K162.0%
backward movement into Beat KnuckleP+K162.0%
crouch into Squat Straight2P151.9%
Bil Jee6P+K into forward movement141.8%

112 further openings account for the other 312 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky10–9 · 53%4–4 · 50%too few to test
Jeffry9–9 · 50%5–4 · 56%too few to test
Akira5–11 · 31%4–5 · 44%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Jeffry

Career
534–463 · 53.6%
This season
83 matches · 47.0%
Peak rank
35

First hit in 56.9% of 343 rounds. Won 51.8% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP318.9%
Elbow Butt6P298.3%
backdash into Tsunami Beat3K+G267.5%
forward movement into Double KnucklePP246.9%
backdash into Kenka Hook46P216.0%
backdash into evade up174.9%
forward movement into punchP154.3%
guardG into Middle Hell Stab6P+K144.0%
crouch into Low Knuckle2P123.4%
crouch dash forward into Full Swing Upper33P102.9%
forward movement into Double Knuckle~UpperPPP102.9%
Knee Push4K92.6%
backdash into Elbow Butt6P92.6%
backdash into Double Hammer Down43P82.3%
Middle Hell Stab6P+K51.4%

61 further openings account for the other 109 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 (28 here; about 1.4 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: 3 of 15 tests hold up
  • Jeffry: 0 of 13 tests hold up