VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

浅川サナタ@ようつべ

Career matches6,140
Career win rate50.2%
Round win rate49.6%
Peak rank33
Distinct opponents335
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1640 #1,091 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

Jacky336,1403,0813,05950.2%

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

2,475 of 3,546 rounds counted

9.2 inputs a second (551 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.25512,475

By opponent's character

Akira9.2555306
Jeffry9.1543200
Wolf9.1546246
Goh9.1546235
Jacky9.2549198
Kage9.2551178
Brad9.1544102
Sarah9.3557109
Jean9.3556123
Lau9.3559107
Pai9.356196
Aoi9.1545121
Shun9.2554109
Lion9.456658
El Blaze9.254948
Lei Fei9.557272
Vanessa9.154666
Dural9.355656
Eileen8.852845

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

Akira102465645.1%-5.2
Jeffry80344642.5%-6.2
Wolf74334144.6%-4.4
Goh73343946.6%-1.2
Jacky66343251.5%+3.7
Kage53332062.3%+11.8
Brad47242351.1%+0.2
Sarah45242153.3%+2.9
Jean42162638.1%-12.8
Lau42182442.9%-6.7
Pai42251759.5%+10.3
Aoi38191950.0%-1.2
Shun33191457.6%+6.3
Lion31211067.7%+20.2
El Blaze2872125.0%-23.2
Lei Fei25141156.0%+7.2
Vanessa2291340.9%-5.2
Dural139469.2%+25.1
Eileen139469.2%+15.2

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Full Fence106515548.1%-2.3
Low Fence101544753.5%+4.4
Breakable Half Fence93484551.6%+2.2
Half Fence91454649.5%+2.1
Octagon88464252.3%+2.6
Open88335537.5%-11.6
Breakable Full Fence82364643.9%-3.8
Single Wall78403851.3%+1.7
Rectangle57292850.9%+2.4
Full Fence and Open37211656.8%+4.1

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
Walls51749.3%49.0%+0.4
No walls26747.6%49.1%-1.5

Walls against open: +1.9 points (95% range -5.9 to +9.7), p 0.632 — 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

獣王(設定2) (Rank 32)2026/10/1272528.6%
会長さん (Rank 34)2026/10/1174357.1%
ヘニオ (Rank 34)2026/10/1175271.4%
midori6127 (Rank 29)2026/09/2575271.4%
jiwoonpk (Rank 32)2026/09/16115645.5%
pizaman (Rank 33)2026/09/0963350.0%
hsat0310 (Rank 35)2026/09/0864266.7%
n-nova06 (Rank 33)2026/09/0574357.1%
黒シャツ (Rank 33)2026/09/0585362.5%
りゅうのすけ (Rank 32)2026/08/2963350.0%
漂泊の民回線ジプシー (Rank 34)2026/08/2991811.1%
무파ZeroBlue (Rank 34)2026/08/2884450.0%
JAGAMARU-MIKE (Rank 32)2026/08/2472528.6%
suconyanzu (Rank 29)2026/08/2484450.0%
chileung18 (Rank 30)2026/08/2094544.4%
asari0727 (Rank 30)2026/08/1773442.9%
肉彦さん☆彡 (Rank 32)2026/08/171331023.1%
pallmtree (Rank 29)2026/08/0371614.3%
private-ryan-yk (Rank 30)2026/08/0373442.9%
ロストマン (Rank 27)2026/07/2972528.6%
BANANA (Rank 30)2026/07/2973442.9%
37 (Rank 28)2026/07/2363350.0%
majide (Rank 33)2026/07/1384450.0%
OgreAunt (Rank 32)2026/05/2094544.4%
bh_iflg (Rank 32)2026/05/1564266.7%

Round openings

Jacky

Career
3,081–3,059 · 50.2%
This season
869 matches · 49.2%
Peak rank
33

First hit in 47.8% of 3,328 rounds. Won 52.3% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 36.3% of rounds, against 29.6% in their other rounds.
  • Against Akira: evades first in 22.9% of rounds, against 14.4% against everyone else.
  • After winning a round: backs off first in 33.7% of rounds, against 25.6% after losing one.
  • In round 1: opens with “crouch dash back into 4P Spinning Back Knuckle” in 12.9% of rounds, against 4.2% in their other rounds.
  • After winning a round: opens with “backdash into 4P+K+G Slide Shuffle (Deflect)” in 7.9% of rounds, against 4.9% after losing one.

How is this tested?

crouch dash back into Spinning Back Knuckle4P2126.3%
backdash into Slide Shuffle (Deflect)4P+K+G1875.5%
forward movement into punchP1354.0%
offensive move1093.2%
crouch dash back into Spinning Arm Kick4PK922.7%
crouch dash forward into Smash Straight3P832.5%
Dash Hammer Kick66K into backdash812.4%
crouch dash back into Spin Heel Sword4K+G762.3%
evade up into Spinning Back Knuckle4P732.2%
Low Spin Kick1K+G into crouch641.9%
backdash into throwP+G621.8%
crouch dash forward into High Angle Upper Kick6K571.7%
crouch dash back into Double Back Knuckle4PP561.7%
crouch dash forward into Low Spin Kick1K+G541.6%
crouch dash forward into Slant Back Knuckle1P501.5%

386 further openings account for the other 1,979 rounds.

Counted from 822 of the 869 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
Akira21–25 · 46%17–23 · 42%+1.7
Jeffry17–22 · 44%7–17 · 29%too few to test
Wolf17–20 · 46%6–15 · 29%too few to test
Goh15–18 · 45%11–16 · 41%too few to test
Jacky22–18 · 55%10–6 · 62%too few to test
Brad18–20 · 47%6–3 · 67%too few to test
Sarah12–10 · 55%10–9 · 53%too few to test
Kage14–6 · 70%10–10 · 50%too few to test
Jean13–17 · 43%3–7 · 30%too few to test
Lau13–19 · 41%1–3 · 25%too few to test
Pai18–12 · 60%4–4 · 50%too few to test
Aoi14–13 · 52%5–5 · 50%too few to test
Shun14–11 · 56%1–2 · 33%too few to test
El Blaze2–12 · 14%5–7 · 42%too few to test
Lion9–4 · 69%3–0 · 100%too few to test
Lei Fei6–9 · 40%8–1 · 89%too few to test
Vanessa5–5 · 50%4–6 · 40%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.

47 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: 5 of 16 tests hold up