VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

アヒルさんチーム

Career matches6,958
Career win rate61.8%
Round win rate57.0%
Peak rank44
Distinct opponents154
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2026 #20 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

Jacky446,9584,3002,65861.8%
Pai—000—

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

1,962 of 2,861 rounds counted

10.4 inputs a second (626 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky10.46261,962

By opponent's character

Akira10.7641248
Kage10.3618266
Lau10.6637225
Jacky10.663798
Vanessa10.060381
Brad10.1606128
Shun10.5630166
Wolf10.4626116
El Blaze10.562981
Jeffry10.361756
Sarah10.361862
Pai10.764483
Goh10.261478
Aoi10.160372
Lei Fei10.763952
Lion10.462267
Jean10.965336
Taka10.261314
Eileen9.858830
Dural10.26153

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

Akira105594656.2%-5.0
Kage75453060.0%-0.2
Lau61372460.7%-2.0
Jacky58352360.3%-3.7
Vanessa54332161.1%+1.4
Brad47291861.7%+8.5
Shun41271465.8%+4.3
Wolf35221362.9%+2.3
El Blaze34191555.9%-4.1
Jeffry32211165.6%+5.8
Sarah3021970.0%+7.4
Pai28181064.3%+2.2
Goh2213959.1%-6.6
Aoi2114766.7%-9.4
Lei Fei1912763.2%+1.1
Lion1711664.7%+4.7
Jean97277.8%+13.2
Taka86275.0%+9.3
Eileen73442.9%-19.8
Dural1010.0%-58.6

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Open83493459.0%-4.0
Breakable Half Fence79532667.1%+5.8
Breakable Full Fence75472862.7%+3.3
Single Wall71482367.6%+8.1
Rectangle70462465.7%+4.6
Full Fence69412859.4%-3.3
Half Fence68392957.4%-4.1
Low Fence62412166.1%+3.7
Octagon56263046.4%-16.8
Full Fence and Open40231757.5%-2.5

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
Walls41760.4%61.4%-1.0
No walls21663.9%61.9%+2.0

Walls against open: -3.0 points (95% range -11.0 to +5.0), p 0.465 — 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

あむざん (Rank 43)2026/10/1427151255.6%
すぐる (Rank 41)2026/10/14108280.0%
みっちー (Rank 41)2026/10/11136746.1%
じゃんぬ (Rank 42)2026/10/111851327.8%
shishamo55 (Rank 42)2026/09/30149564.3%
DAMDAM (Rank 42)2026/09/3097277.8%
陰キャチー牛くそメガ (Rank 42)2026/09/30129375.0%
エンたん (Rank 43)2026/09/1694544.4%
藪からBOY (Rank 42)2026/09/1695455.6%
STAGEW(ON)@스테이지원 (Rank 41)2026/09/0928131546.4%
せろり☆ (Rank 44)2026/09/0927131448.1%
ぱせり☆ (Rank 41)2026/07/29119281.8%
METSURYU (Rank 42)2026/07/25116554.5%
ラーメソマソ (Rank 44)2026/07/22116554.5%
いくお (Rank 42)2026/07/22146842.9%
カルティカ (Rank 41)2026/06/24139469.2%
VIPism『稲庭飯』 (Rank 43)2026/06/17105550.0%
ハマラウ (Rank 42)2026/06/10105550.0%
めろぴ。 (Rank 41)2026/06/071511473.3%
真夏 (Rank 43)2026/06/07119281.8%
ザンパンマーン (Rank 41)2026/06/07126650.0%
よどがわ (Rank 41)2026/05/231812666.7%
こんにちわアキラ (Rank 43)2026/05/23149564.3%
アルチャチャ (Rank 40)2026/05/2095455.6%
鮫島sirzima (Rank 42)2026/05/05167943.8%

Round openings

Jacky

Career
4,300–2,658 · 61.8%
This season
704 matches · 61.4%
Peak rank
44

First hit in 47.0% of 2,633 rounds. Won 60.3% of the rounds they struck first, 54.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 29.4% of rounds, against 19.7% in their other rounds.
  • Against El Blaze: backs off first in 38.1% of rounds, against 16.3% against everyone else.
  • After opening the round before by backing off: backs off first in 26.7% of rounds, against 17.4% after anything else.
  • After winning a round: attacks straight away in 23.0% of rounds, against 15.3% after losing one.
  • When ahead: attacks straight away in 22.4% of rounds, against 16.7% when level or behind.
  • Against a Shun on no drinks: moves in first in 68.4% of rounds, against 39.3% against a Shun on other counts.
  • In round 1: opens with “crouch dash forward into throw escape” in 9.5% of rounds, against 4.8% in their other rounds.
  • Against Jacky: opens with “forward movement into P+G throw” in 9.9% of rounds, against 3.1% against everyone else.

How is this tested?

forward movement into punchP31011.7%
throw escape2419.1%
forward movement into throw escape2178.2%
crouch dash forward into throw escape1586.0%
forward movement into throwP+G963.6%
crouch dash forward into throwP+G511.9%
forward movement into Slant Back Knuckle1P481.8%
forward dash into throw escape451.7%
Dash Hammer Kick66K into forward movement411.6%
Slant Back Knuckle1P391.5%
backward movement into throw escape371.4%
forward movement into Low Spin Kick1K+G371.4%
Bil Jee6P+K into forward movement351.3%
throwP+G321.2%
crouch dash forward into Smash Straight3P311.2%

261 further openings account for the other 1,229 rounds.

Counted from 650 of the 704 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
Akira27–19 · 59%22–8 · 73%too few to test
Kage26–20 · 57%14–7 · 67%too few to test
Jacky21–15 · 58%10–3 · 77%too few to test
Vanessa14–6 · 70%16–11 · 59%too few to test
Lau15–12 · 56%12–2 · 86%too few to test
Brad13–11 · 54%5–5 · 50%too few to test
Shun16–13 · 55%4–0 · 100%too few to test
Wolf16–6 · 73%4–5 · 44%too few to test
El Blaze9–9 · 50%7–5 · 58%too few to test
Jeffry11–7 · 61%10–4 · 71%too few to test
Sarah13–4 · 76%7–5 · 58%too few to test
Pai11–7 · 61%5–3 · 62%too few to test
Goh7–0 · 100%4–7 · 36%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.

54 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: 8 of 17 tests hold up