VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

かっこ悪いジャッキー

Career matches6,901
Career win rate47.3%
Round win rate48.3%
Peak rank40
Distinct opponents188
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1880 #177 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

Jacky406,9013,2673,63447.3%

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

2,700 of 3,232 rounds counted

8.0 inputs a second (478 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.04782,700

By opponent's character

Jacky8.1488298
Akira8.4504291
Lion7.8468263
Lau8.0480236
Sarah7.7464206
Kage8.0482187
Brad7.9473125
El Blaze7.8470142
Lei Fei7.846693
Eileen7.8465134
Pai8.1484122
Aoi7.6457115
Jean8.3496122
Shun7.947560
Wolf7.9473114
Goh8.047755
Jeffry7.746235
Taka7.645955
Vanessa7.746447

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

Jacky81414050.6%+5.9
Akira73353848.0%+2.6
Lion72225030.6%-14.0
Lau71264536.6%-9.4
Sarah56282850.0%+0.6
Kage51222943.1%+1.3
Brad49292059.2%+5.6
El Blaze38162242.1%-0.5
Lei Fei36171947.2%+0.8
Eileen33132039.4%-0.1
Pai33211263.6%+19.8
Aoi32191359.4%+7.0
Jean28141450.0%-2.4
Shun28161257.1%+4.8
Wolf28141450.0%+1.9
Goh24141058.3%+3.8
Jeffry22111150.0%+2.8
Taka1541126.7%-26.9
Vanessa156940.0%-10.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Octagon96474949.0%+2.0
Single Wall92385441.3%-3.7
Half Fence89523758.4%+10.3
Breakable Full Fence79433654.4%+8.0
Low Fence79344543.0%-2.7
Rectangle78374147.4%+1.5
Breakable Half Fence69303943.5%-4.7
Open68274139.7%-8.3
Full Fence67313646.3%-0.0
Full Fence and Open38191950.0%+2.2

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
Walls47850.2%47.4%+2.8
No walls23941.4%45.7%-4.2

Walls against open: +7.1 points (95% range -1.0 to +15.1), p 0.086 — 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

jinmenusagi (Rank 41)2026/10/16191185.3%
ハマラウ (Rank 41)2026/10/16112918.2%
周大人 (Rank 41)2026/10/13126650.0%
ス~パ~オヤツマ~ン (Rank 43)2026/10/13101910.0%
どっせプレビに出たい (Rank 41)2026/10/131331023.1%
ReoRao77 (Rank 45)2026/10/1392722.2%
デネ (Rank 42)2026/10/13169756.2%
おかし (Rank 41)2026/10/09136746.1%
金獅子 (Rank 42)2026/10/0994544.4%
ぱりぱり (Rank 40)2026/10/08158753.3%
藤の花 (Rank 42)2026/10/07113827.3%
sizzle (Rank 41)2026/10/0792722.2%
Aki (Rank 39)2026/10/03169756.2%
カルティカ (Rank 41)2026/09/3023131056.5%
ちのぶらっ! (Rank 41)2026/09/1283537.5%
morningevening (Rank 40)2026/09/0694544.4%
かめやま (Rank 42)2026/08/291751229.4%
こまがわ (Rank 38)2026/08/2784450.0%
かえる (Rank 37)2026/07/1384450.0%
ラーメソマソ (Rank 40)2026/07/04101910.0%
ビルちゃん (Rank 40)2026/06/241712570.6%
jikacho-Gigas (Rank 41)2026/06/04115645.5%
火山オールスターズ (Rank 35)2026/05/26148657.1%
こば次狼/covajiro (Rank 35)2026/05/26136746.1%
はなこ (Rank 39)2026/05/2684450.0%

Round openings

Jacky

Career
3,267–3,634 · 47.3%
This season
785 matches · 46.9%
Peak rank
40

First hit in 42.6% of 2,618 rounds. Won 53.2% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 23.2% of rounds, against 17.1% in their other rounds.
  • Against Shun: evades first in 49.4% of rounds, against 23.7% against everyone else.
  • On Rectangle stages: attacks straight away in 50.9% of rounds, against 37.5% on the other stages.
  • After losing a round: evades first in 31.5% of rounds, against 17.4% after winning one.
  • When behind: evades first in 30.8% of rounds, against 21.0% when ahead or level.
  • Against Shun: opens with “evade down into throw escape” in 14.1% of rounds, against 4.1% against everyone else.
  • On Open stages: opens with “evade down into throw escape” in 8.7% of rounds, against 4.1% on the other stages.
  • After losing a round: opens with “1P Slant Back Knuckle” in 8.0% of rounds, against 4.3% after winning one.

How is this tested?

Spin Heel Sword4K+G into forward movement1736.6%
Slant Back Knuckle1P1676.4%
evade up into throw escape1375.2%
evade down into throw escape1174.5%
crouch dash forward into Smash Straight3P1074.1%
backward movement into backdash983.7%
evade down into forward dash923.5%
evade up into crouch dash forward913.5%
forward movement into Jab Double StraightPPP732.8%
Squat Straight2P612.3%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward592.2%
backward movement into guardG572.2%
Slide Shuffle (Deflect)4P+K+G542.1%
forward dash into Low Spin Kick1K+G522.0%
Smash Straight Jab3PP into Lightning Back Knuckle3PPP511.9%

191 further openings account for the other 1,232 rounds.

Counted from 635 of the 785 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
Jacky27–15 · 64%6–7 · 46%too few to test
Lau13–17 · 43%10–9 · 53%too few to test
Sarah20–17 · 54%4–6 · 40%too few to test
Akira18–22 · 45%4–3 · 57%too few to test
Lion8–18 · 31%6–11 · 35%too few to test
Brad18–12 · 60%3–4 · 43%too few to test
Kage9–13 · 41%5–13 · 28%too few to test
El Blaze9–12 · 43%6–9 · 40%too few to test
Lei Fei10–11 · 48%6–5 · 55%too few to test
Aoi9–4 · 69%4–5 · 44%too few to test
Goh6–4 · 60%8–5 · 62%too few to test
Jean10–10 · 50%2–2 · 50%too few to test
Pai11–8 · 58%1–3 · 25%too few to test
Jeffry8–7 · 53%2–4 · 33%too few to test
Eileen3–5 · 38%3–4 · 43%too few to test
Shun10–9 · 53%2–0 · 100%too few to test
Wolf4–8 · 33%5–0 · 100%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.

150 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: 8 of 16 tests hold up