VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

P式截拳道こくとう

Career matches14,521
Career win rate50.5%
Round win rate50.7%
Peak rank43
Distinct opponents292
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1968 #58 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

Jacky4314,5217,3387,18350.5%

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

5,509 of 6,136 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.84065,509

By opponent's character

Akira6.8407517
Jacky7.0419545
Kage6.8406552
Lau6.8406397
Lion7.0422409
Shun6.8407375
Aoi6.5388330
Sarah6.7402334
Brad6.6397320
El Blaze6.7401256
Vanessa6.5390260
Jeffry6.9413174
Jean6.8405184
Lei Fei6.7399156
Eileen6.7401160
Wolf6.8407173
Pai6.8410130
Goh6.7401139
Taka6.639786
Dural7.142612

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

Akira146549237.0%-15.1
Jacky146776952.7%+3.4
Kage141697248.9%-3.5
Lau114595551.8%+2.8
Lion106673963.2%+11.9
Shun106644260.4%+13.4
Aoi83335039.8%-16.1
Sarah83483557.8%+1.0
Brad82493359.8%+9.4
El Blaze79364345.6%-3.0
Vanessa66323448.5%-2.0
Jeffry63392461.9%+5.6
Jean53233043.4%-6.8
Lei Fei48242450.0%+2.4
Eileen47232448.9%-0.6
Wolf46192741.3%-10.4
Pai38221657.9%+7.0
Goh33161748.5%+1.4
Taka25141156.0%+3.9
Dural42250.0%-1.4

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

Full Fence168828648.8%-4.6
Octagon165828349.7%-0.2
Single Wall165966958.2%+8.4
Rectangle164848051.2%+1.8
Breakable Half Fence159758447.2%-4.6
Half Fence147737449.7%-2.3
Low Fence144806455.6%+5.5
Breakable Full Fence141746752.5%+3.1
Open118556346.6%-6.0
Full Fence and Open84374744.0%-7.2

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
Walls94449.8%50.9%-1.1
No walls42754.1%51.1%+3.0

Walls against open: -4.1 points (95% range -10.2 to +2.1), p 0.193 — 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

manatsu_7 (Rank 43)2026/10/121771041.2%
『ρε』.α (Rank 42)2026/10/12148657.1%
NNJ (Rank 41)2026/10/051971236.8%
自作マニア@むめい (Rank 41)2026/10/041871138.9%
硬め濃いめ少なめお米 (Rank 42)2026/10/04126650.0%
堂島様 (Rank 43)2026/09/242041620.0%
しょべるん (Rank 40)2026/09/24138561.5%
jinmenusagi (Rank 42)2026/09/172161528.6%
ひじひじくん (Rank 41)2026/09/15179852.9%
Tokkovanessa_VF (Rank 42)2026/09/1429141548.3%
ハマラウ (Rank 42)2026/09/111931615.8%
デネ (Rank 42)2026/09/111431121.4%
めがじぇね (Rank 43)2026/09/101651131.2%
いくお (Rank 44)2026/09/102681830.8%
RUSH (Rank 38)2026/09/051916384.2%
アルチャチャ (Rank 41)2026/09/03137653.9%
こんにちわアキラ (Rank 42)2026/09/031910952.6%
gucchi_1222 (Rank 41)2026/08/28157846.7%
KA-GO (Rank 42)2026/08/2323121152.2%
klkun (Rank 41)2026/08/201711664.7%
おろち ぽっぽ (Rank 44)2026/08/181431121.4%
マハリータまるこ (Rank 41)2026/08/18157846.7%
ラーメソマソ (Rank 43)2026/08/041841422.2%
지금바다가면죽습니다. (Rank 39)2026/08/04139469.2%
spacex_falcon_heavy (Rank 43)2026/06/07147750.0%

Round openings

Jacky

Career
7,338–7,183 · 50.5%
This season
1,509 matches · 51.0%
Peak rank
43

First hit in 49.5% of 5,951 rounds. Won 53.8% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 11.1% of rounds, against 6.9% in their other rounds.
  • Against Shun: waits first in 13.8% of rounds, against 5.3% against everyone else.
  • On Rectangle stages: moves in first in 12.1% of rounds, against 7.4% on the other stages.
  • After opening the round before by moving in: backs off first in 41.7% of rounds, against 31.8% after anything else.
  • After losing a round: waits first in 8.1% of rounds, against 3.9% after winning one.
  • When behind: waits first in 8.2% of rounds, against 4.4% when ahead or level.
  • In round 1: opens with “46K+G Middle Spin Kick” in 7.4% of rounds, against 3.6% in their other rounds.
  • Against Vanessa: opens with “46K+G Middle Spin Kick” in 10.6% of rounds, against 4.2% against everyone else.
  • On Full Fence and Open stages: opens with “P punch” in 8.0% of rounds, against 4.4% on the other stages.
  • After opening the round before with “backdash into 4P+K Long Stride Back Knuckle”: opens with “2P Squat Straight” in 19.2% of rounds, against 13.2% after anything else.
  • After losing a round: opens with “46K+G Middle Spin Kick” in 4.5% of rounds, against 2.6% after winning one.
  • When the score is level: opens with “P punch” in 7.6% of rounds, against 4.8% when ahead or behind.

How is this tested?

Squat Straight2P68611.5%
backdash into evade up3225.4%
punchP2814.7%
Middle Spin Kick46K+G2694.5%
backdash into Long Stride Back Knuckle4P+K2253.8%
Slant Back Knuckle1P1762.9%
backdash into backward movement1682.8%
Squat Straight2P into forward movement1582.6%
Bil Jee6P+K1542.6%
Squat Straight2P into backdash1472.5%
Low Spin Kick1K+G1412.4%
guardG into throw escape1362.3%
backdash into guardG1302.2%
backdash into Beat KnuckleP+K1222.0%
backdash into Slant Back Knuckle1P1131.9%

315 further openings account for the other 2,751 rounds.

Counted from 1,468 of the 1,509 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
Akira33–53 · 38%18–30 · 38%+4.2
Jacky41–45 · 48%26–17 · 60%-13.3
Kage45–37 · 55%14–21 · 40%+11.8
Lau27–39 · 41%20–10 · 67%-25.4
Lion43–28 · 61%12–8 · 60%too few to test
Shun39–26 · 60%18–15 · 55%+6.8
Sarah20–27 · 43%23–5 · 82%too few to test
Aoi20–35 · 36%11–12 · 48%too few to test
Brad30–21 · 59%16–10 · 62%too few to test
El Blaze25–21 · 54%9–14 · 39%too few to test
Vanessa23–30 · 43%7–2 · 78%too few to test
Jeffry23–16 · 59%11–7 · 61%too few to test
Jean15–17 · 47%8–13 · 38%too few to test
Lei Fei17–17 · 50%5–2 · 71%too few to test
Wolf13–15 · 46%4–8 · 33%too few to test
Eileen8–13 · 38%8–9 · 47%too few to test
Pai15–12 · 56%6–4 · 60%too few to test
Goh11–8 · 58%4–5 · 44%too few to test
Taka8–6 · 57%5–2 · 71%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.

41 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