VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Jacky

makmak_80

Career matches5,865
Career win rate35.7%
Round win rate43.9%
Peak rank24
Distinct opponents165
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1234 #3,352 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

Jacky245,8652,0943,77135.7%

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

1,440 of 2,014 rounds counted

7.0 inputs a second (422 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.04221,440

By opponent's character

Akira7.2430240
Aoi6.9416177
Pai6.941586
Sarah7.242980
Lion7.0418128
Jacky6.740186
Jean7.041984
Kage6.9413108
El Blaze7.243470
Jeffry7.142460
Goh7.242957
Wolf7.042048
Shun7.243452
Lau7.042142
Brad7.444143
Lei Fei7.243131
Eileen6.840726
Taka7.14269
Vanessa7.142613

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

Akira93425145.2%+9.0
Aoi78275134.6%-5.2
Pai37132435.1%-2.6
Sarah36132336.1%-2.3
Lion31112035.5%-4.4
Jacky2772025.9%-8.4
Jean27101737.0%+4.1
Kage2781929.6%-17.1
El Blaze26121446.1%+10.1
Jeffry2461825.0%-6.7
Goh2011955.0%+15.2
Wolf1861233.3%-3.5
Shun146842.9%-4.2
Lau137653.9%+4.8
Brad115645.5%+6.0
Lei Fei84450.0%+10.8
Eileen71614.3%-20.1
Taka32166.7%+36.5
Vanessa32166.7%+16.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Half Fence60223836.7%-2.8
Octagon58253343.1%+2.7
Breakable Full Fence57223538.6%-0.4
Single Wall56173930.4%-5.3
Open55203536.4%-2.7
Rectangle48242450.0%+9.5
Breakable Half Fence47143329.8%-6.4
Low Fence44143031.8%-2.2
Full Fence33171651.5%+12.8
Full Fence and Open178947.1%+5.3

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30340.9%39.3%+1.7
No walls15532.9%36.0%-3.1

Walls against open: +4.8 points (95% range -5.0 to +14.6), p 0.337 — 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

サーちゃん (Rank 21)2026/10/1373442.9%
ttfour@サラしかできないw (Rank 22)2026/10/1263350.0%
yasai (Rank 23)2026/09/261961331.6%
a39611619 (Rank 21)2026/09/2485362.5%
Mon3tr (Rank 24)2026/09/2351420.0%
Martin1833 (Rank 23)2026/09/228080.0%
ゅろぽ (Rank 23)2026/09/2274357.1%
スタンプジャンパー (Rank 22)2026/09/2253260.0%
sk901 (Rank 21)2026/09/2251420.0%
ら族 (Rank 23)2026/09/1194544.4%
委員ちょ (Rank 21)2026/09/1063350.0%
けつ毛バーガーking (Rank 24)2026/09/06146842.9%
CELIS (Rank 26)2026/08/2461516.7%
dalmax72 (Rank 21)2026/08/2364266.7%
6132da (Rank 21)2026/08/1884450.0%
CHASER (Rank 23)2026/08/02108280.0%
實驗型-雜魚30cm (Rank 21)2026/08/0252340.0%
mokoha_jean (Rank 21)2026/07/2696366.7%
ぽん (Rank 21)2026/07/2591811.1%
kimxxxtt (Rank 21)2026/07/0673442.9%
NEKOz (Rank 24)2026/06/1652340.0%
☆瞳氷☆ (Rank 23)2026/05/311831516.7%
MaxMuncy (Rank 21)2026/05/29115645.5%
StarGuitar (Rank 23)2026/05/1083537.5%
TigerMask (Rank 20)2026/05/0663350.0%

Round openings

Jacky

Career
2,094–3,771 · 35.7%
This season
503 matches · 38.4%
Peak rank
24

First hit in 45.0% of 1,924 rounds. Won 46.9% of the rounds they struck first, 40.9% of the rounds they were struck first.

Significant Tells

  • Against Jacky: waits first in 35.4% of rounds, against 20.9% against everyone else.
  • On Rectangle stages: attacks straight away in 55.1% of rounds, against 40.7% on the other stages.
  • After opening the round before by waiting: waits first in 27.2% of rounds, against 19.5% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 25.0% of rounds, against 15.6% after anything else.
  • After losing a round: backs off first in 19.6% of rounds, against 13.5% after winning one.
  • When ahead: evades first in 23.8% of rounds, against 16.1% when level or behind.
  • In round 1: opens with “6K+G Groin Kick” in 6.9% of rounds, against 2.8% in their other rounds.
  • Against Jacky: opens with “no input” in 18.2% of rounds, against 5.6% against everyone else.
  • After opening the round before with “no input”: opens with “no input” in 14.7% of rounds, against 5.2% after anything else.
  • After losing a round: opens with “backdash into 4K+G Spin Heel Sword” in 10.1% of rounds, against 6.7% after winning one.

How is this tested?

backdash into Spin Heel Sword4K+G1608.3%
throw escape1306.7%
no input1216.2%
Groin Kick6K+G733.8%
guardG into throw escape683.5%
evade up into Groin Kick6K+G542.8%
evade down492.5%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward462.4%
evade down into Groin Kick6K+G432.2%
backdash into Middle Spin Kick46K+G412.1%
Squat Straight2P392.0%
guardG392.0%
Low Spin Kick1K+G into throw escape382.0%
Middle Smash6P361.9%
evade up into Middle Smash6P341.8%

198 further openings account for the other 964 rounds.

Counted from 481 of the 503 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
Akira32–26 · 55%7–16 · 30%too few to test
Aoi17–35 · 33%4–15 · 21%too few to test
Pai5–9 · 36%5–12 · 29%too few to test
Lion7–17 · 29%1–1 · 50%too few to test
Kage4–8 · 33%1–7 · 12%too few to test
Sarah1–9 · 10%7–7 · 50%too few to test
El Blaze8–9 · 47%4–3 · 57%too few to test
Jacky3–9 · 25%3–9 · 25%too few to test
Jean7–11 · 39%1–5 · 17%too few to test
Jeffry4–9 · 31%2–9 · 18%too few to test
Goh6–5 · 55%4–2 · 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.

22 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: 10 of 16 tests hold up