VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Kai_Uchiha10

Career matches1,438
Career win rate56.9%
Round win rate52.3%
Peak rank30
Distinct opponents111
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1609 #1,295 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

Jacky301,43881862056.9%

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

1,726 of 1,784 rounds counted

5.5 inputs a second (330 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.53301,726

By opponent's character

Shun5.6334192
Goh5.5332174
Jacky5.3319154
Sarah5.5331146
Brad5.3319128
Wolf5.532991
Akira5.4325103
Aoi5.734195
El Blaze5.734185
Lau5.533277
Jeffry5.633582
Vanessa5.633480
Lion5.532864
Jean5.533265
Pai5.432651
Taka5.835040
Kage5.231437
Lei Fei5.332136
Dural5.633426

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

Shun49232646.9%-4.2
Goh46291763.0%+9.0
Jacky40152537.5%-10.2
Sarah37211656.8%-1.1
Brad32112134.4%-13.6
Wolf26121446.1%+0.1
Akira25151060.0%+4.7
Aoi2419579.2%+19.2
El Blaze2281436.4%-17.8
Lau2214863.6%+11.6
Jeffry21111052.4%-2.4
Vanessa20101050.0%-3.0
Lion1713476.5%+11.7
Jean169756.2%+0.5
Pai148657.1%-2.2
Taka119281.8%+8.3
Kage105550.0%+6.0
Lei Fei98188.9%+26.4
Dural61516.7%-40.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Breakable Half Fence58283048.3%-9.5
Breakable Full Fence57342359.6%+4.9
Rectangle54292553.7%-0.5
Octagon51331864.7%+10.8
Open46291763.0%+14.4
Full Fence43222151.2%-4.6
Low Fence34112332.4%-17.5
Single Wall34181652.9%-2.8
Half Fence31201164.5%+12.4
Full Fence and Open27131448.1%-6.3

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
Walls29456.5%55.1%+1.4
No walls11450.9%51.3%-0.4

Walls against open: +1.8 points (95% range -8.9 to +12.4), p 0.744 — 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

tenpai (Rank 32)2026/09/2994544.4%
Nohara (Rank 29)2026/09/1771614.3%
suna19 (Rank 32)2026/08/3093633.3%
STOPMOTION (Rank 28)2026/08/291914573.7%
park35 (Rank 28)2026/08/2872528.6%
小眾華裔寶寶 (Rank 37)2026/08/2464266.7%
DatDemo (Rank 26)2026/08/05149564.3%
Da-Goat-Pawn (Rank 31)2026/08/0372528.6%
BeavisAndButt-Head69 (Rank 28)2026/08/0264266.7%
Boogal (Rank 32)2026/08/0263350.0%
Scorcho (Rank 27)2026/07/22169756.2%
B34TD0WN (Rank 30)2026/07/221311284.6%
TheLetterAfterZ (Rank 31)2026/07/1771614.3%
leefung._ (Rank 31)2026/07/11114736.4%
VF31998 (Rank 30)2026/07/04156940.0%
Cool-Scare-Crow (Rank 28)2026/07/04138561.5%
H.P.Starcraft (Rank 26)2026/06/2494544.4%
Kitetsu (Rank 27)2026/06/232011955.0%
GambleOfDarun (Rank 26)2026/06/2094544.4%
bugprincess(bpdmaxxing) (Rank 26)2026/06/2073442.9%
ChilePiquín (Rank 27)2026/06/1375271.4%
NutMeat (Rank 30)2026/06/1362433.3%
#Dr.Hugbox™ (Rank 25)2026/06/13660100.0%
tth (Rank 26)2026/05/3186275.0%
NiGHTS™ (Rank 19)2026/05/31660100.0%

Round openings

Jacky

Career
818–620 · 56.9%
This season
447 matches · 53.9%
Peak rank
30

First hit in 50.9% of 1,769 rounds. Won 53.9% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 69.1% of rounds, against 59.6% in their other rounds.
  • Against Vanessa: moves in first in 11.2% of rounds, against 3.0% against everyone else.
  • On Full Fence stages: moves in first in 12.8% of rounds, against 2.4% on the other stages.
  • After opening the round before by backing off: backs off first in 40.5% of rounds, against 17.2% after anything else.
  • After winning a round: attacks straight away in 64.1% of rounds, against 54.0% after losing one.
  • When ahead: attacks straight away in 63.3% of rounds, against 57.8% when level or behind.
  • In round 1: opens with “6P Middle Smash” in 30.0% of rounds, against 14.6% in their other rounds.
  • Against Akira: opens with “6P Middle Smash” in 33.0% of rounds, against 17.5% against everyone else.
  • After opening the round before with “6P Middle Smash”: opens with “6P Middle Smash” in 25.7% of rounds, against 11.7% after anything else.
  • When ahead: opens with “6P Middle Smash” in 19.7% of rounds, against 10.3% when level or behind.

How is this tested?

Middle Smash6P33018.4%
backdash into Long Stride Back Knuckle4P+K1146.4%
punchP915.1%
Middle Smash6P into Middle Smash Sword6PK905.0%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK824.6%
Middle Kick~Jab3KP into Spin Kick Combination3KPK784.4%
punchP into kickK744.1%
crouch into Low Spin Kick1K+G472.6%
backdash into Spin Kick Combination3KPK452.5%
Middle Smash6P into Middle Smash Back Knuckle6PP422.4%
backdash into Spin Heel Sword4K+G311.7%
guardG301.7%
backdash291.6%
Slant Back Knuckle1P into Rage Kick1PK281.6%
forward movement into punchP271.5%

169 further openings account for the other 652 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun16–19 · 46%7–4 · 64%too few to test
Goh16–8 · 67%5–6 · 45%too few to test
Jacky10–14 · 42%4–10 · 29%too few to test
Sarah13–11 · 54%5–0 · 100%too few to test
Brad8–8 · 50%3–10 · 23%too few to test
Wolf8–8 · 50%4–4 · 50%too few to test
Akira10–8 · 56%3–1 · 75%too few to test
Aoi17–2 · 89%2–3 · 40%too few to test
El Blaze8–8 · 50%0–4 · 0%too few to test
Lau7–3 · 70%7–5 · 58%too few to test
Jeffry10–8 · 56%1–2 · 33%too few to test
Vanessa6–10 · 38%4–0 · 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.

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: 10 of 17 tests hold up