VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

kanjuku-oh

Career matches1,075
Career win rate53.8%
Round win rate50.1%
Peak rank28
Distinct opponents87
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1456 #2,296 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

Jacky281,07557849753.8%

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

742 of 742 rounds counted

7.2 inputs a second (431 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.2431742

By opponent's character

Akira7.4442105
Aoi6.941282
El Blaze7.142758
Wolf7.746361
Lion7.142653
Shun7.042251
Lau7.243242
Jean7.042237
Jacky7.142634
Lei Fei7.243531
Jeffry7.142835
Pai7.645333
Vanessa7.444726
Kage7.041724
Goh6.740015
Sarah6.941215
Taka6.941317
Eileen7.645513
Brad7.243010

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

Akira27111640.7%-12.1
Aoi2112957.1%+7.3
El Blaze156940.0%-13.2
Wolf1510566.7%+24.8
Lion149564.3%+7.5
Shun148657.1%+4.5
Lau113827.3%-21.2
Jean105550.0%-0.1
Jacky95455.6%+5.9
Lei Fei96366.7%+7.6
Jeffry84450.0%+1.9
Pai83537.5%-28.4
Vanessa73442.9%-4.6
Kage64266.7%+7.9
Goh41325.0%-30.6
Sarah440100.0%+55.2
Taka43175.0%+32.0
Eileen31233.3%-27.7
Brad21150.0%-10.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Rectangle28161257.1%+8.7
Octagon2618869.2%+20.4
Open2271531.8%-24.0
Single Wall20101050.0%-1.0
Full Fence1961331.6%-22.1
Half Fence189950.0%-6.7
Low Fence1661037.5%-17.8
Breakable Full Fence1511473.3%+29.3
Full Fence and Open118372.7%+18.5
Breakable Half Fence86275.0%+19.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11457.9%51.5%+6.4
No walls5839.7%52.5%-12.9

Walls against open: +19.3 points (95% range +3.5 to +35.0), p 0.017 — 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

しーちゃん (Rank 30)2026/10/1742250.0%
48歳技覚えられないよ (Rank 26)2026/10/1732166.7%
HoAssYoAss (Rank 29)2026/10/1643175.0%
Penoco (Rank 25)2026/10/1464266.7%
ミクzzzw (Rank 30)2026/10/1451420.0%
弾丸(だんまる) (Rank 28)2026/10/1351420.0%
B.S.R-JP (Rank 29)2026/10/1253260.0%
lemon-sour (Rank 31)2026/10/1031233.3%
nekota (Rank 26)2026/10/10330100.0%
ぽこぺん太@能登VF部 (Rank 26)2026/10/1031233.3%
あなたのかみさま (Rank 26)2026/10/1042250.0%
コナモン@konamon4119 (Rank 28)2026/10/0631233.3%
ちゃいなさん (Rank 26)2026/09/2732166.7%
be-shedded (Rank 27)2026/09/2551420.0%
nasumiso (Rank 27)2026/09/1232166.7%
失礼!スマッシュ☆彡 (Rank 27)2026/09/1251420.0%
Mon3tr (Rank 25)2026/09/0932166.7%
鳩男 (Rank 29)2026/09/0841325.0%
cokeshi (Rank 29)2026/09/0732166.7%
とちぎ (Rank 29)2026/09/0532166.7%
μ (Rank 28)2026/08/2764266.7%
☆プなれ☆ (Rank 27)2026/08/2531233.3%
ぽん (Rank 25)2026/07/2831233.3%
フルメタル (Rank 26)2026/07/2642250.0%
流形 (Rank 15)2026/07/2443175.0%

Round openings

Jacky

Career
578–497 · 53.8%
This season
191 matches · 51.8%
Peak rank
28

First hit in 51.7% of 530 rounds. Won 53.6% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 26.6% of rounds, against 13.1% in their other rounds.
  • After losing a round: attacks straight away in 39.6% of rounds, against 14.7% after winning one.
  • When behind: attacks straight away in 36.8% of rounds, against 21.6% when ahead or level.
  • After losing a round: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 12.2% of rounds, against 3.0% after winning one.

How is this tested?

crouch into Low Spin Kick1K+G376.9%
backdash into Spin Heel Sword4K+G366.7%
Groin Kick6K+G346.3%
Dash Hammer Kick66K into High Angle Upper Kick6K336.2%
forward movement into Jab StraightPP336.2%
backdash into evade up305.6%
guardG285.2%
Slant Back Knuckle1P into Rage Kick1PK224.1%
backdash into Long Stride Back Knuckle4P+K193.5%
evade up193.5%
backdash into Groin Kick6K+G163.0%
forward movement into punchP142.6%
evade down132.4%
backdash into evade down112.0%
guardG into Groin Kick6K+G101.9%

100 further openings account for the other 182 rounds.

Counted from 139 of the 191 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
Akira11–10 · 52%0–3 · 0%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.

52 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 (14 here; about 0.7 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: 4 of 14 tests hold up