VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

okb@j>おーけーびー

Career matches9,198
Career win rate49.0%
Round win rate49.0%
Peak rank31
Distinct opponents427
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1553 #1,652 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

Jacky319,1984,5044,69449.0%

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

6,397 of 7,926 rounds counted

5.4 inputs a second (325 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.43256,397

By opponent's character

Akira5.5329783
Wolf5.6333671
Jacky5.3320613
Goh5.4322403
Shun5.4326395
Vanessa5.2314393
Jeffry5.5332354
Lau5.4326343
Kage5.3319281
Sarah5.4326300
Jean5.3318214
Pai5.5333240
Lion5.5329282
Lei Fei5.3315226
El Blaze5.3321208
Aoi5.2314190
Brad5.7340174
Dural5.7344110
Taka5.2309118
Eileen5.432199

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

Akira22911611350.7%+4.5
Wolf2031139055.7%+4.9
Jacky1948710744.9%-0.2
Goh130656550.0%+3.6
Shun122616150.0%-0.9
Vanessa117536445.3%-5.3
Jeffry106545250.9%+3.0
Lau100406040.0%-5.1
Kage90405044.4%-3.2
Sarah90553561.1%+11.6
Jean82295335.4%-10.1
Pai80394148.8%-3.0
Lion75304540.0%-7.0
Lei Fei70313944.3%-3.1
El Blaze69284140.6%-8.2
Aoi57243342.1%-6.6
Brad48272156.2%+8.0
Dural41261563.4%+13.8
Taka31121938.7%-6.0
Eileen25111444.0%-5.9

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Octagon24412312150.4%+1.9
Breakable Half Fence23812011850.4%+3.5
Single Wall2069011643.7%-4.0
Open1989110746.0%-2.7
Low Fence1949310147.9%-1.7
Breakable Full Fence189909947.6%+1.9
Full Fence189919848.1%-2.0
Half Fence172908252.3%+3.7
Rectangle161778447.8%+0.2
Full Fence and Open90395143.3%-4.5

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
Walls1,19349.5%48.1%+1.4
No walls59845.8%48.3%-2.5

Walls against open: +4.0 points (95% range -1.3 to +9.2), p 0.138 — 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

xXsoul-childXx (Rank 30)2026/10/151911857.9%
Uecchi-Ver53 (Rank 31)2026/10/13145935.7%
game_uver (Rank 33)2026/10/111631318.8%
しゅが~nsr (Rank 27)2026/10/0834171750.0%
negipy (Rank 32)2026/09/2928161257.1%
kampfarkz (Rank 34)2026/09/29157846.7%
カミナリおやじ (Rank 32)2026/09/2833132039.4%
なっちゃんねる (Rank 27)2026/09/2831181358.1%
feeling-frame (Rank 31)2026/09/152012860.0%
イイダ (Rank 31)2026/09/151610662.5%
金子です (Rank 30)2026/09/05145935.7%
orz (Rank 32)2026/09/0329131644.8%
teninkun-kuuhaku (Rank 32)2026/09/022081240.0%
ShieldHolder (Rank 26)2026/08/31147750.0%
ヘニオ (Rank 34)2026/08/302191242.9%
E-BB1 (Rank 27)2026/08/251511473.3%
SUTEKI-_-san (Rank 30)2026/08/242391439.1%
ありがとナス (Rank 27)2026/08/02156940.0%
らうらう (Rank 30)2026/07/24169756.2%
gin-chaman (Rank 28)2026/07/221981142.1%
にすと ☆能登VF部 (Rank 26)2026/07/171710758.8%
fuuchanakira (Rank 30)2026/07/171661037.5%
MikuMartineau (Rank 32)2026/05/281431121.4%
mosakiti-555 (Rank 30)2026/05/2825131252.0%
AnchorMan (Rank 29)2026/04/23159660.0%

Round openings

Jacky

Career
4,504–4,694 · 49.0%
This season
1,959 matches · 48.0%
Peak rank
31

First hit in 46.6% of 7,437 rounds. Won 52.0% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 32.8% of rounds, against 23.5% in their other rounds.
  • Against Jacky: backs off first in 49.4% of rounds, against 34.1% against everyone else.
  • After opening the round before by evading: evades first in 18.0% of rounds, against 13.0% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 7.2% of rounds, against 5.2% after anything else.
  • After losing a round: moves in first in 8.2% of rounds, against 3.2% after winning one.
  • When behind: moves in first in 8.5% of rounds, against 4.2% when ahead or level.
  • In round 4 or later: opens with “backdash into G guard” in 14.3% of rounds, against 7.7% in their other rounds.
  • Against Jacky: opens with “backdash into G guard” in 16.7% of rounds, against 8.7% against everyone else.
  • On Low Fence stages: opens with “G guard into evade down” in 5.8% of rounds, against 3.6% on the other stages.
  • After opening the round before with “backdash into 46K+G Middle Spin Kick”: opens with “backdash into 46K+G Middle Spin Kick” in 12.0% of rounds, against 4.5% after anything else.
  • After losing a round: opens with “G guard into evade down” in 4.6% of rounds, against 2.2% after winning one.
  • When behind: opens with “66K Dash Hammer Kick” in 6.7% of rounds, against 3.4% when ahead or level.

How is this tested?

backdash into Spin Heel Sword4K+G7429.9%
backdash into guardG7089.5%
Dash Hammer Kick66K3865.2%
backdash into Middle Spin Kick46K+G3524.7%
guardG into evade down2873.8%
guardG2803.7%
crouch into Low Spin Kick1K+G2673.6%
punchP into Punch High KickPK2453.3%
evade down into guardG2182.9%
Groin Kick6K+G2152.9%
evade up into Double Dragon9K2022.7%
Double Dragon9K1842.5%
forward dash into guardG1612.1%
backdash into evade up1461.9%
crouch into down-back kick1K1431.9%

349 further openings account for the other 2,947 rounds.

Counted from 1,848 of the 1,959 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
Akira64–43 · 60%29–45 · 39%+17.6
Wolf60–60 · 50%42–19 · 69%-13.2
Jacky44–55 · 44%24–42 · 36%+7.7
Goh36–41 · 47%21–13 · 62%-5.2
Shun36–39 · 48%20–17 · 54%-5.9
Vanessa34–34 · 50%11–26 · 30%+17.2
Jeffry25–27 · 48%24–17 · 59%-10.5
Lau24–38 · 39%10–18 · 36%too few to test
Sarah35–23 · 60%17–9 · 65%too few to test
Kage25–27 · 48%10–14 · 42%too few to test
Pai26–22 · 54%8–12 · 40%too few to test
Jean17–34 · 33%9–13 · 41%too few to test
Lion24–25 · 49%4–9 · 31%too few to test
El Blaze14–23 · 38%11–14 · 44%too few to test
Lei Fei19–13 · 59%5–12 · 29%too few to test
Aoi21–21 · 50%1–8 · 11%too few to test
Dural20–10 · 67%6–5 · 55%too few to test
Brad16–12 · 57%4–4 · 50%too few to test
Taka5–8 · 38%7–10 · 41%too few to test
Eileen5–10 · 33%4–2 · 67%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.

111 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 (18 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: 12 of 18 tests hold up