VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

プリおじ

Career matches5,432
Career win rate51.6%
Round win rate48.9%
Peak rank34
Distinct opponents230
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1576 #1,515 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

Jacky344,2792,1452,13450.1%
Aoi—1,15365949457.2%

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

2,203 of 2,518 rounds counted

6.2 inputs a second (374 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.23742,203

By opponent's character

Kage6.3375238
Akira6.0362229
Jeffry6.2370202
Jacky6.1365183
Goh6.2372142
Sarah6.2372135
Wolf6.6393125
El Blaze6.1366117
Lau6.337997
Pai6.740090
Jean6.237281
Shun6.6397115
Aoi6.639472
Lei Fei6.136786
Brad6.237173
Vanessa6.036269
Taka6.036051
Lion6.036039
Eileen6.539139
Dural6.840520

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

Kage62303248.4%+4.4
Akira61293247.5%-3.5
Jeffry61342755.7%+9.9
Jacky45222348.9%+3.3
Goh44251956.8%+11.6
Sarah38162242.1%-7.6
Wolf35171848.6%-0.8
El Blaze34142041.2%-5.9
Lau33132039.4%-7.3
Pai31131841.9%-3.6
Jean30181260.0%+9.2
Shun29141548.3%-1.9
Aoi22111150.0%+3.5
Lei Fei2281436.4%-7.6
Brad1881044.4%-5.4
Vanessa1661037.5%-6.2
Taka1331023.1%-14.5
Lion1221016.7%-25.9
Eileen105550.0%+6.8
Dural64266.7%+17.9

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Fence74344046.0%+0.3
Single Wall72343847.2%+1.4
Breakable Full Fence71393254.9%+8.6
Octagon64313348.4%+1.9
Open64224234.4%-11.3
Rectangle63283544.4%-1.4
Breakable Half Fence56292751.8%+2.0
Low Fence55322358.2%+10.2
Full Fence41113026.8%-19.8
Full Fence and Open39201951.3%+0.5

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
Walls36946.6%46.8%-0.2
No walls19146.1%46.3%-0.3

Walls against open: +0.1 points (95% range -8.9 to +9.0), p 0.989 — 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

crazy_brat_girl (Rank 33)2026/10/0451420.0%
ヘニオ (Rank 34)2026/10/0461516.7%
orz (Rank 30)2026/10/0476185.7%
獣王(設定2) (Rank 32)2026/09/2262433.3%
タイヨウ (Rank 31)2026/09/2276185.7%
n-nova06 (Rank 33)2026/09/1451420.0%
fixed-star_61 (Rank 35)2026/09/1473442.9%
LEO (Rank 35)2026/09/1363350.0%
白い妖精 (Rank 32)2026/09/1354180.0%
akaten25 (Rank 33)2026/09/13550100.0%
타우끼/taukee (Rank 36)2026/09/1382625.0%
nidaimebannai (Rank 36)2026/09/1271614.3%
mossan_opa2 (Rank 34)2026/09/1254180.0%
うをん (Rank 31)2026/09/1263350.0%
影虎 (Rank 33)2026/09/0852340.0%
ふぇに (Rank 35)2026/09/0761516.7%
asari0727 (Rank 29)2026/09/0654180.0%
フェイス (Rank 35)2026/09/0671614.3%
takapiron1021 (Rank 36)2026/09/05157846.7%
ニトロ (Rank 34)2026/08/2474357.1%
shima---n (Rank 31)2026/08/2486275.0%
takapiko-no (Rank 29)2026/07/2554180.0%
りてりん (Rank 34)2026/07/1962433.3%
anzenpai (Rank 33)2026/05/0552340.0%
ぷこ (Rank 30)2026/03/2995455.6%

Round openings

Jacky

Career
2,145–2,134 · 50.1%
This season
622 matches · 47.0%
Peak rank
34

First hit in 51.3% of 2,456 rounds. Won 49.4% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 69.2% of rounds, against 40.6% in their other rounds.
  • Against Jeffry: moves in first in 31.6% of rounds, against 19.2% against everyone else.
  • After opening the round before by backing off: moves in first in 25.3% of rounds, against 19.1% after anything else.
  • After losing a round: backs off first in 52.2% of rounds, against 28.8% after winning one.
  • When behind: backs off first in 51.1% of rounds, against 33.1% when ahead or level.
  • In round 1: opens with “backdash into throw escape” in 13.8% of rounds, against 6.0% in their other rounds.
  • Against Kage: opens with “crouch into 2P Squat Straight” in 12.0% of rounds, against 5.2% against everyone else.
  • After losing a round: opens with “backdash into G guard” in 9.5% of rounds, against 1.9% after winning one.
  • When behind: opens with “backdash into G guard” in 10.5% of rounds, against 2.7% when ahead or level.

How is this tested?

backdash into throw escape1968.0%
throw escape1837.4%
backdash into guardG1586.4%
crouch into Squat Straight2P1465.9%
forward movement into punchP1315.3%
forward movement into Jab StraightPP1275.2%
backdash into Dash Hammer Kick66K1064.3%
evade up into throw escape893.6%
backdash into evade down632.6%
backdash into Rage Kick1PK582.4%
crouch dash forward into throw escape572.3%
backdash into High Angle Upper Kick6K562.3%
forward movement into Jab Double StraightPPP481.9%
backdash into punchP421.7%
forward movement into Punch High KickPK391.6%

207 further openings account for the other 962 rounds.

Counted from 608 of the 622 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
Kage12–12 · 50%13–16 · 45%too few to test
Jeffry21–21 · 50%13–6 · 68%too few to test
Akira19–22 · 46%7–7 · 50%too few to test
Goh17–14 · 55%2–4 · 33%too few to test
Jacky12–13 · 48%5–8 · 38%too few to test
Sarah10–17 · 37%4–4 · 50%too few to test
El Blaze9–14 · 39%3–6 · 33%too few to test
Wolf12–9 · 57%3–6 · 33%too few to test
Lau9–12 · 43%2–4 · 33%too few to test
Pai6–11 · 35%5–4 · 56%too few to test
Jean10–7 · 59%7–5 · 58%too few to test
Shun7–10 · 41%4–0 · 100%too few to test
Aoi4–6 · 40%4–4 · 50%too few to test
Lei Fei3–9 · 25%4–5 · 44%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.

14 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: 9 of 16 tests hold up