VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ps-splitsecond

Career matches11,769
Career win rate49.4%
Round win rate48.6%
Peak rank33
Distinct opponents296
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1575 #1,518 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

Jacky3311,7695,8105,95949.4%

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

5,921 of 6,874 rounds counted

8.9 inputs a second (537 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.95375,921

By opponent's character

Akira8.8530864
Jacky8.9533548
Wolf9.4565522
Jeffry9.0542387
Kage9.0542370
Jean9.1548382
Goh9.3555287
Sarah8.8528374
El Blaze9.0538232
Lau9.1544219
Lion8.6517270
Shun8.3498256
Aoi9.2551230
Brad8.9535205
Dural8.6518206
Vanessa8.8529120
Lei Fei9.1546114
Pai8.9536128
Taka8.9533145
Eileen8.752362

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

Akira23411012447.0%-0.2
Jacky152985464.5%+18.9
Wolf151698245.7%-0.0
Jeffry129577244.2%-6.4
Kage107545350.5%+4.5
Jean98475148.0%+2.8
Goh96474949.0%+1.9
Sarah96524454.2%+1.5
El Blaze75324342.7%-3.3
Lau73353848.0%+2.4
Lion70323845.7%-0.2
Shun68234533.8%-9.9
Aoi58263244.8%-5.8
Brad52242846.1%-1.9
Dural50203040.0%+1.3
Vanessa50222844.0%-5.8
Lei Fei45113424.4%-21.6
Pai37172046.0%-6.0
Taka35191654.3%-1.4
Eileen1771041.2%-15.8

1 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

Octagon20610410250.5%+4.2
Full Fence1979710049.2%+1.1
Single Wall1959110446.7%-1.2
Breakable Full Fence1797710243.0%-6.2
Low Fence161719044.1%-3.3
Open161699242.9%-4.2
Rectangle154757948.7%+1.4
Half Fence152856755.9%+10.1
Breakable Half Fence134676750.0%+0.8
Full Fence and Open94395541.5%-5.4

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
Walls1,02249.4%47.8%+1.6
No walls51744.7%47.2%-2.5

Walls against open: +4.1 points (95% range -1.2 to +9.5), p 0.130 — 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

インド人を右に (Rank 33)2026/10/151951426.3%
nanami.madogiwa (Rank 31)2026/10/142491537.5%
Melt (Rank 33)2026/10/13158753.3%
guigui8393 (Rank 36)2026/10/102191242.9%
ふぇに (Rank 35)2026/10/1030171356.7%
NORESPECT (Rank 37)2026/10/1061204132.8%
MaBoy (Rank 34)2026/10/1056233341.1%
elf4sale (Rank 31)2026/10/102721677.8%
jiwoonpk (Rank 30)2026/10/072315865.2%
JKSTW(SEGAWORLD大亞店) (Rank 34)2026/10/021661037.5%
juste (Rank 31)2026/10/021513286.7%
らうらう (Rank 36)2026/10/021610662.5%
BANANA (Rank 30)2026/09/2737211656.8%
DDaDDai (Rank 29)2026/09/221710758.8%
a_h_i_k_o (Rank 28)2026/09/18159660.0%
にすと ☆能登VF部 (Rank 30)2026/09/15146842.9%
REDdog.狂犬 (Rank 33)2026/09/1331161551.6%
漂泊の民回線ジプシー (Rank 35)2026/09/131971236.8%
무파ZeroBlue (Rank 33)2026/09/1254233142.6%
PKG (Rank 28)2026/09/111511473.3%
calmknight[냠냠] (Rank 31)2026/09/1125151060.0%
zaduhkj (Rank 34)2026/09/082561924.0%
manao_0609 (Rank 31)2026/09/0420101050.0%
cokeshi (Rank 29)2026/09/02148657.1%
OgreAunt (Rank 33)2026/06/041761135.3%

Round openings

Jacky

Career
5,810–5,959 · 49.4%
This season
1,693 matches · 47.4%
Peak rank
33

First hit in 48.6% of 6,432 rounds. Won 49.8% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 62.4% of rounds, against 46.3% in their other rounds.
  • Against Wolf: backs off first in 59.8% of rounds, against 49.1% against everyone else.
  • On Rectangle stages: attacks straight away in 37.0% of rounds, against 21.3% on the other stages.
  • After opening the round before by attacking: attacks straight away in 34.6% of rounds, against 25.7% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 20.6% of rounds, against 17.1% after anything else.
  • After winning a round: attacks straight away in 38.3% of rounds, against 17.1% after losing one.
  • When ahead: attacks straight away in 33.8% of rounds, against 21.2% when level or behind.
  • In round 4 or later: opens with “P punch” in 8.8% of rounds, against 3.4% in their other rounds.
  • Against Lion: opens with “forward dash into backward movement” in 11.7% of rounds, against 3.8% against everyone else.
  • On Rectangle stages: opens with “2P Squat Straight” in 7.0% of rounds, against 3.5% on the other stages.
  • After opening the round before with “forward dash into backward movement”: opens with “forward dash into backward movement” in 11.3% of rounds, against 4.0% after anything else.
  • After losing a round: opens with “forward dash into backward movement” in 7.0% of rounds, against 1.6% after winning one.
  • When behind: opens with “forward dash into backward movement” in 6.6% of rounds, against 2.7% when ahead or level.

How is this tested?

punchP3114.8%
backward movement into guardG2974.6%
forward dash into backward movement2654.1%
Squat Straight2P2473.8%
backdash into backward movement2133.3%
backward movement into punchP2133.3%
backward movement into backdash1562.4%
backward movement into throw escape1502.3%
backward movement1472.3%
backdash into guardG1342.1%
crouch dash back into evade down1231.9%
punchP into crouch dash forward981.5%
crouch dash back into guardG941.5%
forward movement into punchP871.4%
backdash into Spin Heel Sword4K+G821.3%

525 further openings account for the other 3,841 rounds.

Counted from 1,589 of the 1,693 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
Akira67–66 · 50%31–39 · 44%+7.4
Wolf45–54 · 45%15–17 · 47%-3.8
Jacky52–34 · 60%27–14 · 66%-6.5
Jeffry31–35 · 47%23–27 · 46%+1.2
Kage33–28 · 54%17–17 · 50%too few to test
Goh34–28 · 55%9–14 · 39%too few to test
Sarah34–25 · 58%18–16 · 53%+4.7
Jean25–19 · 57%8–14 · 36%too few to test
El Blaze17–25 · 40%6–16 · 27%too few to test
Lion21–22 · 49%7–15 · 32%too few to test
Lau20–28 · 42%7–9 · 44%too few to test
Shun12–21 · 36%9–15 · 38%too few to test
Aoi12–15 · 44%6–9 · 40%too few to test
Dural11–15 · 42%8–9 · 47%too few to test
Brad15–17 · 47%7–5 · 58%too few to test
Vanessa13–12 · 52%6–9 · 40%too few to test
Lei Fei9–12 · 43%1–16 · 6%too few to test
Taka16–13 · 55%3–3 · 50%too few to test
Pai9–11 · 45%7–2 · 78%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.

104 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 (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: 13 of 17 tests hold up