VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Bz19850329

  • Taka
  • Wolf
  • Jeffry
Career matches2,739
Career win rate50.4%
Round win rate50.1%
Peak rank27
Distinct opponents143
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1424 #2,509 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

Jacky271,58477780749.0%
Wolf2674237736550.8%
Taka2633618015653.6%
Jeffry2477463159.7%

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

815 of 1,266 rounds counted

8.6 inputs a second (518 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.7522771
Taka7.645644

By opponent's character

Aoi8.3498137
Akira9.2549103
Wolf9.356085
Sarah8.651377
Jean8.852670
El Blaze8.249364
Jacky8.349639
Jeffry8.148740
Shun8.651438
Goh8.953435
Lau8.853027
Pai8.349639
Lion9.255026
Kage7.54538
Brad8.24925
Eileen8.853110
Lei Fei8.55108
Taka9.55674

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

Aoi45261957.8%+0.2
Akira36171947.2%-6.2
Wolf34122235.3%-5.2
Sarah32201262.5%+7.5
Jean25131252.0%+10.7
El Blaze1913668.4%+12.0
Jacky1871138.9%-6.8
Jeffry189950.0%-1.6
Shun1871138.9%-17.9
Goh148657.1%+12.5
Lau146842.9%-11.2
Pai119281.8%+26.3
Lion104640.0%-14.8
Vanessa73442.9%-5.9
Kage54180.0%+33.0
Brad42250.0%+17.9
Eileen31233.3%-29.4
Lei Fei2020.0%-36.8
Taka2020.0%-33.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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 Fence46252154.4%+5.5
Octagon42231954.8%-2.1
Open37152240.5%-12.1
Low Fence35171848.6%-5.0
Single Wall27141351.9%+7.2
Breakable Half Fence25151060.0%+10.3
Breakable Full Fence24131154.2%+6.9
Rectangle23131056.5%+5.9
Half Fence2281436.4%-11.9
Full Fence and Open189950.0%-0.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18253.3%51.0%+2.3
No walls9946.5%50.2%-3.8

Walls against open: +6.0 points (95% range -6.9 to +19.0), p 0.358 — 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

nourusu (Rank 26)2026/10/1452340.0%
はげまん (Rank 29)2026/10/1262433.3%
HaseMasa (Rank 26)2026/10/09770100.0%
somelight (Rank 26)2026/09/3032166.7%
ぼっさん (Rank 35)2026/09/1682625.0%
カミナリおやじ (Rank 29)2026/09/1553260.0%
ゅろぽ (Rank 26)2026/09/12440100.0%
omiso345 (Rank 26)2026/08/3143175.0%
fazz00r (Rank 27)2026/08/2742250.0%
pony (Rank 21)2026/08/04660100.0%
2month (Rank 25)2026/08/0453260.0%
M&E (Rank 24)2026/07/2952340.0%
ねこ吉 (Rank 22)2026/07/24440100.0%
フルメタル (Rank 26)2026/07/22103730.0%
yuzu (Rank 24)2026/07/058080.0%
Martin1833 (Rank 23)2026/06/2753260.0%
6132da (Rank 22)2026/06/1854180.0%
サーちゃん (Rank 22)2026/06/0353260.0%
twinsshine (Rank 27)2026/05/3084450.0%
はいからさん (Rank 27)2026/05/254040.0%
ttfour@サラしかできないw (Rank 23)2026/05/2442250.0%
shinkita (Rank 21)2026/05/1031233.3%
dalmax72 (Rank 21)2026/05/0964266.7%
あずぱら (Rank 23)2026/04/16330100.0%
うをん (Rank 27)2026/04/0641325.0%

Round openings

Every character

Middle Smash6P826.9%
crouch dash forward into evade down756.3%
Groin Kick6K+G504.2%
Low Spin Kick1K+G393.3%
Hiji'ate6P312.6%
Groin Kick6K+G into forward movement211.8%
crouch dash forward into Groin Kick6K+G211.8%
backdash into Spin Heel Sword4K+G201.7%
Dash Hammer Kick66K181.5%
guardG into Middle Smash6P181.5%
forward movement into crouch dash forward171.4%
backdash into guardG161.3%
crouch dash back into Spin Heel Sword4K+G141.2%
forward dash into crouch dash forward131.1%
Groin Kick6K+G into Spinning KickK+G121.0%

357 further openings account for the other 746 rounds.

Counted from 297 of the 317 matches played. The rest were not pulled for openings.

Jacky

Career
777–807 · 49.0%
This season
212 matches · 48.1%
Peak rank
27

First hit in 48.6% of 759 rounds. Won 55.0% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 47.4% of rounds, against 19.0% in their other rounds.
  • After losing a round: moves in first in 26.4% of rounds, against 11.2% after winning one.
  • In round 1: opens with “crouch dash forward into evade down” in 12.5% of rounds, against 4.4% in their other rounds.

How is this tested?

Middle Smash6P8210.7%
Groin Kick6K+G506.5%
crouch dash forward into evade down496.4%
Low Spin Kick1K+G395.1%
Groin Kick6K+G into forward movement212.7%
crouch dash forward into Groin Kick6K+G212.7%
backdash into Spin Heel Sword4K+G202.6%
Dash Hammer Kick66K182.4%
guardG into Middle Smash6P182.4%
backdash into guardG152.0%
crouch dash back into Spin Heel Sword4K+G141.8%
Groin Kick6K+G into Spinning KickK+G121.6%
Low Spin Kick1K+G into guardG121.6%
Low Spin Kick1K+G into Spin Heel Sword4K+G101.3%
forward movement into crouch dash forward101.3%

200 further openings account for the other 375 rounds.

Counted from 192 of the 212 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
Aoi13–10 · 57%6–4 · 60%too few to test
Wolf4–13 · 24%2–2 · 50%too few to test
Akira4–4 · 50%4–2 · 67%too few to test
Jean7–9 · 44%2–2 · 50%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.

20 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?

Taka

Career
180–156 · 53.6%
This season
50 matches · 48.0%
Peak rank
26

First hit in 55.9% of 202 rounds. Won 53.1% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P3115.1%
crouch dash forward into evade down157.3%
Sokubi Otoshi41236P115.4%
guardG into Hiji'ate6P94.4%
Kachi'age33P+K into forward movement83.9%
evade down into Hiji'ate6P83.9%
Morotezuki66P into Morote Tsuppari66PP73.4%
backward movement into Hiji'ate6P62.9%
evade down into Takatsumehashi3P+K52.4%
Gozougeri4K into Gozou Kehataki4KP41.9%
Kirikabu Kudaki1P+K41.9%
forward movement into crouch dash forward41.9%
backdash into Kachi'age33P+K31.5%
crouch dash back into Kachi'age33P+K31.5%
crouch into Shita Harite2P31.5%

74 further openings account for the other 84 rounds.

Wolf

Career
377–365 · 50.8%
This season
39 matches · 61.5%
Peak rank
26

First hit in 48.1% of 160 rounds. Won 61.0% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P into guardG116.8%
crouch dash forward into evade down95.6%
guardG into Arrow Knuckle3P85.0%
crouch into Arrow Knuckle3P74.3%
crouch dash forward into Arrow Knuckle3P63.7%
Arrow Knuckle3P53.1%
Arrow Knuckle3P into forward dash53.1%
backdash into Heavy Middle Kick3K+G53.1%
Low Drop Kick62K42.5%
Rolling Savate6K+G42.5%
crouch into Heavy Middle Kick3K+G42.5%
Low Drop Kick62K into kickK31.9%
backdash into Rolling Savate6K+G31.9%
guardG31.9%
Heavy Middle Kick3K+G21.2%

71 further openings account for the other 82 rounds.

Jeffry

Career
46–31 · 59.7%
This season
16 matches · 68.8%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking Low2K+G58.2%
backdash into Tsunami Beat3K+G58.2%
Elbow Butt6P46.6%
crouch into Side Kick3K46.6%
Toe Kick2K34.9%
backdash into Side Kick3K23.3%
crouch dash back into Middle Hell Stab6P+K23.3%
crouch dash forward into Middle Hell Stab6P+K23.3%
crouch dash forward into Side Kick3K23.3%
crouch dash forward into evade down23.3%
evade down into crouch dash forward23.3%
forward movement into crouch dash forward23.3%
Drop Anchor1K+G11.6%
Ducking Low2K+G into Toe Kick2K11.6%
Heel Drop6K+G into forward movement11.6%

23 further openings account for the other 23 rounds.

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 (15 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: 3 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)