VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

pani07

  • Akira
Career matches1,191
Career win rate49.6%
Round win rate46.3%
Peak rank28
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1430 #2,468 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

Jacky281,18559159449.9%
Akira216060.0%

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

340 of 486 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.5449336
Akira8.14884

By opponent's character

Akira7.645459
Aoi7.645839
Wolf7.444248
Eileen7.544731
Pai6.941640
Goh7.545216
Jacky7.947426
Jeffry8.048114
Kage8.248913
Shun7.344019
Jean6.539311
El Blaze7.34368
Lau7.24325
Lei Fei8.55108
Lion7.64533

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

Akira2992031.0%-16.0
Aoi1411378.6%+36.7
Wolf127558.3%+21.1
Eileen106460.0%+9.2
Pai103730.0%-13.4
Goh86275.0%+31.7
Jacky81712.5%-23.6
Jeffry5050.0%-44.3
Kage54180.0%+25.9
Shun4040.0%-28.1
Jean3030.0%-50.3
El Blaze220100.0%+56.0
Lau2020.0%-31.2
Lei Fei2020.0%-32.4
Lion1010.0%-41.3
Vanessa110100.0%+48.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence189950.0%+3.7
Open1751229.4%-9.4
Full Fence1441028.6%-9.2
Single Wall145935.7%-8.0
Octagon126650.0%+7.4
Low Fence116554.5%+10.4
Full Fence and Open95455.6%+7.0
Rectangle83537.5%-6.5
Breakable Full Fence53260.0%+22.7
Breakable Half Fence52340.0%-12.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6243.5%43.2%+0.4
No walls4238.1%41.2%-3.1

Walls against open: +3.5 points (95% range -18.8 to +25.8), p 0.759 — 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

ぬっき~@女キャラ嫌 (Rank 34)2026/10/18220100.0%
要你命3000 (Rank 26)2026/10/144040.0%
GWO (Rank 25)2026/10/14220100.0%
入れ込むかもしれない (Rank 30)2026/10/122020.0%
Leejang (Rank 25)2026/10/09220100.0%
t4a (Rank 25)2026/10/0442250.0%
真 (Rank 26)2026/10/04440100.0%
NoMark/ノーマーク (Rank 29)2026/10/042020.0%
さみぃ_ANTARES (Rank 29)2026/09/242020.0%
ロマンシングサガミ (Rank 30)2026/09/2431233.3%
mikkunn3277 (Rank 25)2026/09/03220100.0%
委員ちょ (Rank 21)2026/09/02440100.0%
うをん (Rank 30)2026/08/272020.0%
聖☆奈♡♡ (Rank 25)2026/07/0342250.0%
juste (Rank 25)2026/07/0251420.0%
ぽん (Rank 24)2026/07/0232166.7%
a_h_i_k_o (Rank 26)2026/07/0261516.7%
Go!飯饌GiI (Rank 27)2026/06/293030.0%
家庭内最弱の剛君 (Rank 27)2026/06/1821150.0%
伍の人 (Rank 28)2026/06/042020.0%
50路 (Rank 26)2026/05/082020.0%
uns/em (Rank 23)2026/04/0632166.7%
紫荆一头牛 (Rank 25)2026/04/0421150.0%
ZR615C (Rank 24)2026/04/0332166.7%
Sinabro (Rank 27)2026/04/022020.0%

Round openings

Every character

backdash into Spin Heel Sword4K+G348.5%
Slant Back Knuckle1P into Rage Kick1PK194.7%
Groin Kick6K+G174.2%
backdash into Long Stride Back Knuckle4P+K164.0%
crouch into Squat Straight2P143.5%
punchP into Jab StraightPP143.5%
High Angle Upper Kick6K123.0%
crouch dash back into Spin Heel Sword4K+G112.7%
Middle Kick3K into Middle Kick~Jab3KP102.5%
Middle Spin Kick46K+G102.5%
Middle Kick~Jab3KP into Spin Kick Combination3KPK92.2%
crouch dash back into Long Stride Back Knuckle4P+K92.2%
Low Spin Kick1K+G82.0%
Middle Smash6P82.0%
Double Dragon9K71.8%

115 further openings account for the other 203 rounds.

Counted from 95 of the 116 matches played. The rest were not pulled for openings.

Jacky

Career
591–594 · 49.9%
This season
115 matches · 43.5%
Peak rank
28

First hit in 51.4% of 391 rounds. Won 55.7% of the rounds they struck first, 39.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 44.1% of rounds, against 25.4% against everyone else.
  • Against Akira: opens with “backdash into 4K+G Spin Heel Sword” in 19.5% of rounds, against 3.9% against everyone else.

How is this tested?

backdash into Spin Heel Sword4K+G348.6%
Slant Back Knuckle1P into Rage Kick1PK194.8%
Groin Kick6K+G174.3%
backdash into Long Stride Back Knuckle4P+K164.0%
crouch into Squat Straight2P143.5%
punchP into Jab StraightPP143.5%
High Angle Upper Kick6K123.0%
crouch dash back into Spin Heel Sword4K+G112.8%
Middle Kick3K into Middle Kick~Jab3KP102.5%
Middle Spin Kick46K+G102.5%
Middle Kick~Jab3KP into Spin Kick Combination3KPK92.3%
crouch dash back into Long Stride Back Knuckle4P+K92.3%
Low Spin Kick1K+G82.0%
Middle Smash6P82.0%
Double Dragon9K71.8%

111 further openings account for the other 199 rounds.

Counted from 94 of the 115 matches played. The rest were not pulled for openings.

Akira

Career
0–6 · 0.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Senshou46P125.0%
crouch dash back into Sokutai3K125.0%
crouch into Chouyoushu1P125.0%
forward dash into Jouho Touken6P125.0%

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 2 of 14 tests hold up
  • Akira: not tested (too few rounds)