VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

gans.sk602

Career matches8,372
Career win rate50.1%
Round win rate50.4%
Peak rank32
Distinct opponents330
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1600 #1,347 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

Jacky324,3002,1492,15150.0%
Kage—4,0722,0492,02350.3%

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

4,473 of 5,557 rounds counted

8.6 inputs a second (513 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.65134,473

By opponent's character

Akira8.7519608
Wolf8.5512485
Goh8.5509450
Jacky8.7519401
Jeffry8.6517332
Jean8.7522305
Lau8.3500250
Pai8.6517196
Brad8.5510212
Kage8.4507244
Lion8.7520182
Sarah8.4504197
Aoi8.7522151
Lei Fei8.4507100
Shun8.5508113
El Blaze8.852888
Eileen8.148491
Vanessa8.852526
Dural8.450523
Taka8.349519

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

Akira179928751.4%+2.7
Wolf144717349.3%+2.3
Goh120556545.8%-1.0
Jacky119665355.5%+2.2
Jeffry96554157.3%+9.9
Jean86394745.4%-4.2
Lau86424448.8%+0.8
Pai80413951.2%+1.1
Brad70403057.1%+7.8
Kage70363451.4%-1.5
Lion63273642.9%-7.0
Sarah58273146.5%-8.4
Aoi43212248.8%-0.7
Lei Fei36171947.2%-3.4
Shun34171750.0%-6.4
El Blaze33151845.5%-8.4
Eileen28111739.3%-5.8
Vanessa1431121.4%-23.9
Dural62433.3%-11.5
Taka65183.3%+20.3

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 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

Low Fence157679042.7%-7.4
Rectangle149717847.6%-3.6
Breakable Half Fence146776952.7%+0.9
Octagon145816455.9%+6.8
Open143687547.5%+0.3
Breakable Full Fence135706551.9%+3.1
Full Fence124626250.0%-1.5
Half Fence113526146.0%-4.9
Single Wall110565450.9%+3.9
Full Fence and Open95474849.5%+0.3

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
Walls81250.9%50.6%+0.3
No walls41046.6%48.0%-1.4

Walls against open: +1.7 points (95% range -4.6 to +8.0), p 0.594 — 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

west-muta (Rank 33)2026/10/1433161748.5%
BeheritX5674 (Rank 29)2026/10/06127558.3%
SGEcho4649 (Rank 29)2026/10/02179852.9%
nidaimebannai (Rank 35)2026/09/28102820.0%
tawava (Rank 31)2026/09/25118372.7%
ぼっさん (Rank 36)2026/09/183392427.3%
DDaDDai (Rank 29)2026/09/16127558.3%
elf4sale (Rank 33)2026/09/162471729.2%
マクシミリアン15世 (Rank 31)2026/09/11125741.7%
Melt (Rank 33)2026/09/081531220.0%
ミルク警察 (Rank 31)2026/09/072151623.8%
hami077 (Rank 28)2026/08/31116554.5%
フルメタル (Rank 27)2026/08/30106460.0%
azn3_ayapin (Rank 35)2026/08/301881044.4%
AcidNine-JPN (Rank 28)2026/08/29128466.7%
fuuchanakira (Rank 30)2026/08/23139469.2%
suzu-shiro88 (Rank 30)2026/08/23117463.6%
mossan_opa2 (Rank 35)2026/08/19138561.5%
JAGAMARU-MIKE (Rank 33)2026/08/172391439.1%
gyoujyun (Rank 30)2026/08/03126650.0%
interceptor (Rank 35)2026/07/221961331.6%
Hi-VisionZERO (Rank 31)2026/07/101511473.3%
ほーげつ (Rank 29)2026/06/13105550.0%
伍の人 (Rank 28)2026/06/052114766.7%
たっちい (Rank 30)2026/05/16168850.0%

Round openings

Jacky

Career
2,149–2,151 · 50.0%
This season
1,371 matches · 49.7%
Peak rank
32

First hit in 52.6% of 5,173 rounds. Won 53.1% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 49.1% of rounds, against 34.0% in their other rounds.
  • Against Goh: waits first in 14.3% of rounds, against 4.7% against everyone else.
  • On Rectangle stages: evades first in 7.2% of rounds, against 3.3% on the other stages.
  • After opening the round before by backing off: attacks straight away in 52.5% of rounds, against 37.9% after anything else.
  • After the opponent opened the round before by evading: attacks straight away in 50.7% of rounds, against 42.6% after anything else.
  • After losing a round: attacks straight away in 51.7% of rounds, against 35.3% after winning one.
  • When behind: attacks straight away in 48.0% of rounds, against 37.5% when ahead or level.
  • In round 1: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 16.7% of rounds, against 7.7% in their other rounds.
  • Against Jacky: opens with “1P Slant Back Knuckle into 1PK Rage Kick” in 11.2% of rounds, against 7.7% against everyone else.
  • After opening the round before with “1P Slant Back Knuckle into 1PK Rage Kick”: opens with “P punch into PP Jab Straight” in 6.1% of rounds, against 4.3% after anything else.
  • After the opponent opened the round before with “P punch”: opens with “1P Slant Back Knuckle into 1PK Rage Kick” in 18.2% of rounds, against 7.8% after anything else.
  • After losing a round: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 10.2% of rounds, against 5.1% after winning one.
  • When behind: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 8.7% of rounds, against 6.1% when ahead or level.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K5159.9%
Slant Back Knuckle1P into Rage Kick1PK4208.1%
punchP into Jab StraightPP2484.8%
High Angle Upper Kick6K1823.5%
punchP1553.0%
backdash into Middle Smash6P1422.7%
backward movement into guardG1332.5%
backward movement into Middle Smash6P1292.5%
backdash into backward movement1122.1%
Low Spin Kick1K+G1092.1%
punchP into forward dash1082.1%
backdash into Middle Smash Sword6PK981.9%
backdash into evade down871.7%
backward movement into Groin Kick6K+G861.6%
punchP into Middle Smash6P861.6%

281 further openings account for the other 2,599 rounds.

Counted from 1,282 of the 1,371 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
Akira36–50 · 42%33–21 · 61%-27.4
Wolf44–39 · 53%15–20 · 43%+4.1
Jacky49–32 · 60%11–15 · 42%too few to test
Goh25–32 · 44%15–24 · 38%+3.5
Jeffry34–20 · 63%16–15 · 52%+10.8
Jean17–23 · 42%16–21 · 43%-3.9
Pai27–18 · 60%9–15 · 38%too few to test
Lau25–26 · 49%7–7 · 50%too few to test
Brad21–19 · 52%16–7 · 70%too few to test
Kage21–14 · 60%12–14 · 46%too few to test
Lion15–26 · 37%7–7 · 50%too few to test
Sarah16–8 · 67%5–17 · 23%too few to test
Aoi16–13 · 55%3–4 · 43%too few to test
Shun12–9 · 57%4–5 · 44%too few to test
El Blaze9–11 · 45%4–3 · 57%too few to test
Eileen7–10 · 41%2–3 · 40%too few to test
Lei Fei9–7 · 56%1–5 · 17%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.

89 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 (16 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: 13 of 16 tests hold up