VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ENGLID

  • Akira
Career matches8,024
Career win rate50.6%
Round win rate50.9%
Peak rank40
Distinct opponents361
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1717 #714 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

Jacky407,6533,8663,78750.5%
Eileen—35918817152.4%
Akira26127558.3%

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

5,394 of 5,626 rounds counted

7.1 inputs a second (424 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.14245,364
Akira7.545130

By opponent's character

Akira7.1426515
Jacky7.3438441
Lau7.1426347
Goh6.9413343
Jeffry7.3436330
Lei Fei6.8408342
Kage7.1428321
Shun7.1426289
Pai7.2431299
Wolf7.2435273
Jean6.9413267
Lion7.2435280
Vanessa6.9415275
Brad6.9412206
Sarah7.0417194
Taka6.9412174
Eileen6.8407182
Aoi7.2430168
El Blaze6.9413122
Dural7.846626

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

Akira138766255.1%+1.5
Jacky113615254.0%+5.2
Lau89454450.6%-2.2
Goh86493757.0%+4.8
Jeffry86464053.5%+0.0
Lei Fei83453854.2%+0.7
Kage80404050.0%-1.3
Shun77492863.6%+18.9
Pai74324243.2%-7.9
Wolf70462465.7%+12.3
Jean69303943.5%-10.7
Lion69442563.8%+13.8
Vanessa69294042.0%-3.1
Brad50203040.0%-12.0
Sarah50212942.0%-9.0
Taka45192642.2%-4.2
Eileen44172738.6%-9.3
Aoi43182541.9%-11.5
El Blaze34142041.2%-13.7
Dural106460.0%-0.8

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Full Fence1706710339.4%-11.4
Octagon153896458.2%+6.1
Open150826854.7%+3.5
Low Fence147915661.9%+11.8
Single Wall135716452.6%-0.2
Breakable Full Fence130587244.6%-8.1
Half Fence128537541.4%-11.9
Breakable Half Fence120615950.8%-0.8
Rectangle120714959.2%+10.7
Full Fence and Open73363749.3%-0.4

2 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
Walls82148.6%51.2%-2.6
No walls43256.5%51.9%+4.6

Walls against open: -7.2 points (95% range -13.5 to -0.9), p 0.024 — a difference this size is unlikely to be chance.

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

zaduhkj (Rank 36)2026/10/1528171160.7%
NORESPECT (Rank 37)2026/10/1527151255.6%
かえる (Rank 39)2026/10/12128466.7%
寿司眼鉄 (Rank 39)2026/10/121912763.2%
アルチャチャ (Rank 38)2026/10/11116554.5%
jinmenusagi (Rank 39)2026/10/111441028.6%
dancho--hs (Rank 38)2026/10/10157846.7%
(˘д˘)ʃStranger (Rank 36)2026/10/0323111247.8%
danimura (Rank 35)2026/09/292213959.1%
gear8570 (Rank 39)2026/09/29126650.0%
ぴゅあくん (Rank 41)2026/09/27118372.7%
banpal/バンパル (Rank 37)2026/09/27105550.0%
SUSU_MU__ (Rank 36)2026/09/15127558.3%
カルティカ (Rank 41)2026/09/15107370.0%
ctraum (Rank 39)2026/09/11119281.8%
CoCoSyrup (Rank 36)2026/09/10146842.9%
KAZ-morimorimiso- (Rank 40)2026/09/091881044.4%
MaBoy (Rank 36)2026/09/09139469.2%
漂泊の民回線ジプシー (Rank 38)2026/09/08135838.5%
シゲオ (Rank 40)2026/09/06121118.3%
pesonkun0519 (Rank 39)2026/09/06136746.1%
kansimamoto (Rank 35)2026/09/06128466.7%
Tokkovanessa_VF (Rank 42)2026/09/021331023.1%
banbal/バンバル (Rank 37)2026/08/31145935.7%
anzenpai (Rank 36)2026/08/24107370.0%

Round openings

Every character

backdash into evade down3837.3%
backdash into Step-in Middle Kick66K+G3536.7%
backdash into Dash Hammer Kick66K3506.7%
forward movement into punchP3296.3%
backdash into Spin Heel Sword4K+G3045.8%
Dash Hammer Kick66K2564.9%
Squat Straight2P2364.5%
backdash into evade up2164.1%
Low Spin Kick1K+G1522.9%
forward movement into Jab Double StraightPPP1102.1%
punchP1011.9%
backdash into throwP+G941.8%
backdash into Beat & Back KnuckleP+KP871.7%
Middle Smash6P841.6%
backdash into High Angle Upper Kick6K831.6%

269 further openings account for the other 2,109 rounds.

Counted from 1,287 of the 1,379 matches played. The rest were not pulled for openings.

Jacky

Career
3,866–3,787 · 50.5%
This season
1,371 matches · 51.2%
Peak rank
40

First hit in 49.6% of 5,195 rounds. Won 55.1% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 59.5% of rounds, against 47.6% in their other rounds.
  • Against Shun: evades first in 27.0% of rounds, against 1.9% against everyone else.
  • After opening the round before by evading: evades first in 12.9% of rounds, against 2.7% after anything else.
  • After the opponent opened the round before by moving in: attacks straight away in 29.3% of rounds, against 25.0% after anything else.
  • After losing a round: backs off first in 59.0% of rounds, against 48.8% after winning one.
  • When behind: backs off first in 59.4% of rounds, against 51.5% when ahead or level.
  • In round 2: opens with “backdash into 4K+G Spin Heel Sword” in 8.2% of rounds, against 5.0% in their other rounds.
  • Against Vanessa: opens with “forward movement into P punch” in 14.5% of rounds, against 5.9% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 12.3% of rounds, against 7.6% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 7.4% of rounds, against 4.1% after losing one.
  • When behind: opens with “backdash into 4K+G Spin Heel Sword” in 8.2% of rounds, against 5.5% when ahead or level.

How is this tested?

backdash into evade down3827.3%
backdash into Step-in Middle Kick66K+G3536.8%
backdash into Dash Hammer Kick66K3506.7%
forward movement into punchP3286.3%
backdash into Spin Heel Sword4K+G3045.8%
Dash Hammer Kick66K2564.9%
Squat Straight2P2364.5%
backdash into evade up2144.1%
Low Spin Kick1K+G1522.9%
forward movement into Jab Double StraightPPP1102.1%
punchP1011.9%
backdash into throwP+G931.8%
backdash into Beat & Back KnuckleP+KP871.7%
Middle Smash6P841.6%
backdash into High Angle Upper Kick6K831.6%

254 further openings account for the other 2,084 rounds.

Counted from 1,279 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
Akira47–39 · 55%22–15 · 59%-1.3
Jacky25–29 · 46%28–18 · 61%-18.8
Lau17–26 · 40%22–10 · 69%-29.9
Jeffry26–25 · 51%10–12 · 45%too few to test
Goh25–21 · 54%15–11 · 58%too few to test
Kage23–20 · 53%11–13 · 46%too few to test
Lei Fei19–19 · 50%16–10 · 62%too few to test
Shun28–16 · 64%15–4 · 79%too few to test
Vanessa19–27 · 41%6–8 · 43%too few to test
Jean12–19 · 39%8–10 · 44%too few to test
Lion24–13 · 65%13–9 · 59%too few to test
Wolf23–16 · 59%16–5 · 76%too few to test
Pai18–23 · 44%7–7 · 50%too few to test
Brad9–18 · 33%10–6 · 62%too few to test
Eileen11–20 · 35%6–7 · 46%too few to test
Sarah12–16 · 43%6–6 · 50%too few to test
Taka14–18 · 44%4–3 · 57%too few to test
Aoi7–11 · 39%7–7 · 50%too few to test
El Blaze8–11 · 42%4–8 · 33%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.

92 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?

Akira

Career
7–5 · 58.3%
This season
8 matches · 62.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P413.3%
Souka Housui3P+K26.7%
backdash into Rimon Chouchu66P26.7%
backdash into Sokutai3K26.7%
backdash into evade up26.7%
Housui2P13.3%
backdash into Chouyoushu1P13.3%
backdash into Chouzan Housui46P+K13.3%
backdash into Hekishou43P13.3%
backdash into Jouho Senshou46P13.3%
backdash into Kaikyusei4P13.3%
backdash into Youhou33P13.3%
backdash into Youteitou6K13.3%
backdash into evade down13.3%
backdash into throwP+G13.3%

8 further openings account for the other 8 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 (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: 11 of 17 tests hold up
  • Akira: not tested (too few rounds)