VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

Chidark_riera

Career matches692
Career win rate64.3%
Round win rate53.9%
Peak rank40
Distinct opponents74
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1756 #542 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

Jacky4069244524764.3%

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

623 of 827 rounds counted

10.4 inputs a second (627 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky10.4627623

By opponent's character

Akira10.6636151
Lion10.462344
Aoi10.361872
Lau10.764030
Kage10.663553
Jeffry10.865045
Jacky9.959447
Shun10.764026
Vanessa10.965230
Brad10.562926
Jean11.468410
Sarah9.557224
Taka10.160330
Eileen9.95948
Dural10.46249
Pai9.95968
Goh10.86485
El Blaze9.75825

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

Akira44222250.0%-1.8
Lion1812666.7%+11.8
Aoi1771041.2%-12.3
Lau1611568.8%+10.1
Kage1510566.7%+14.3
Jeffry146842.9%-14.9
Jacky135838.5%-25.0
Shun94544.4%-7.5
Vanessa95455.6%+6.6
Brad74357.1%+10.5
Jean74357.1%-2.4
Sarah75271.4%+20.0
Taka72528.6%-16.8
Eileen64266.7%+13.4
Wolf54180.0%+13.0
Dural3030.0%-46.7
Pai330100.0%+39.1
Goh21150.0%-6.0
El Blaze110100.0%+33.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Rectangle41241758.5%+2.0
Breakable Half Fence26151157.7%+2.2
Half Fence2261627.3%-26.3
Open2014670.0%+15.0
Low Fence1813572.2%+21.2
Octagon169756.2%+5.8
Full Fence1541126.7%-24.0
Breakable Full Fence146842.9%-9.3
Full Fence and Open129375.0%+18.1
Single Wall93633.3%-20.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13447.8%53.5%-5.7
No walls4763.8%54.5%+9.3

Walls against open: -15.1 points (95% range -31.5 to +1.4), p 0.073 — 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

Umemon2026 (Rank 37)2026/10/1853260.0%
ダイゴロー/Daigoro (Rank 38)2026/10/1832166.7%
banjar (Rank 38)2026/10/18440100.0%
ミニマム (Rank 42)2026/10/1863350.0%
たつや (Rank 42)2026/10/184040.0%
エリオ (Rank 40)2026/10/18136746.1%
panda_kage0 (Rank 40)2026/10/1775271.4%
siroiro_16bit (Rank 39)2026/10/1671614.3%
よどがわ (Rank 41)2026/06/1331233.3%
spacex_falcon_heavy (Rank 42)2026/05/3064266.7%
モブ太郎 (Rank 41)2026/05/3041325.0%
デネ (Rank 41)2026/05/2952340.0%
Aki (Rank 39)2026/05/2851420.0%
おかし (Rank 41)2026/05/24104640.0%
保育園中退 (Rank 40)2026/05/2242250.0%
言いたい事は椰子の実 (Rank 36)2026/05/2164266.7%
expensive-sand (Rank 37)2026/05/2132166.7%
落花星人 (Rank 39)2026/05/2163350.0%
Hi:D (Rank 35)2026/05/2032166.7%
寿司眼鉄 (Rank 38)2026/05/20440100.0%
のみ (Rank 33)2026/05/1643175.0%
事務員さん (Rank 31)2026/05/1564266.7%
UltimateGohan (Rank 33)2026/05/1532166.7%
龍仙人【鬼手仏心】 (Rank 28)2026/05/1154180.0%
えいさん@VF静岡 (Rank 23)2026/05/1031233.3%

Round openings

Jacky

Career
445–247 · 64.3%
This season
203 matches · 54.2%
Peak rank
40

First hit in 46.9% of 589 rounds. Won 61.6% of the rounds they struck first, 53.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 55.5% of rounds, against 31.6% in their other rounds.
  • After winning a round: backs off first in 39.4% of rounds, against 21.4% after losing one.
  • In round 1: opens with “backdash into 4P+K+G Slide Shuffle (Deflect)” in 21.9% of rounds, against 3.8% in their other rounds.

How is this tested?

backdash into evade up569.5%
backdash into Slide Shuffle (Deflect)4P+K+G498.3%
backdash into evade down294.9%
forward movement into Jab Double StraightPPP284.8%
crouch into Low Spin Kick1K+G223.7%
forward dash into throw escape203.4%
forward dash into Bil Jee6P+K183.1%
forward dash into Low Spin Kick1K+G183.1%
Step-in Middle Kick66K+G172.9%
Dash Hammer Kick66K162.7%
Middle Smash6P132.2%
Squat Straight2P122.0%
forward dash into guardG122.0%
forward movement into punchP122.0%
Bil Jee6P+K into forward movement111.9%

109 further openings account for the other 256 rounds.

Counted from 146 of the 203 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
Akira6–12 · 33%6–3 · 67%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.

57 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 (15 here; about 0.8 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