VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

BloodyHera

Career matches859
Career win rate59.1%
Round win rate57.9%
Peak rank35
Distinct opponents78
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1664 #977 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

Jacky3585950835159.1%

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

538 of 772 rounds counted

9.8 inputs a second (585 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.8585538

By opponent's character

Akira9.859177
Vanessa9.657622
Aoi9.255536
Wolf9.959764
Lau10.060240
Jeffry9.657342
Goh10.160637
Jacky9.858540
Jean9.557130
Pai9.556829
Lei Fei9.858633
Sarah9.456322
Kage10.261524
Shun10.060120
El Blaze9.65765
Lion9.55725
Brad9.85858
Eileen9.75804

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

Akira22121054.5%-10.5
Vanessa2016480.0%+14.3
Aoi1915479.0%+11.1
Wolf1912763.2%-0.7
Lau1611568.8%+9.8
Jeffry158753.3%-13.8
Goh128466.7%-2.0
Jacky118372.7%+10.9
Jean95455.6%-3.6
Pai93633.3%-26.6
Lei Fei85362.5%+0.7
Sarah85362.5%-1.1
Kage660100.0%+24.8
Shun53260.0%-12.8
El Blaze42250.0%-15.5
Lion440100.0%+32.4
Brad2020.0%-63.1
Dural21150.0%-19.6
Taka220100.0%+33.0
Eileen1010.0%-60.3

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

Full Fence35221362.9%-2.5
Breakable Full Fence2315865.2%+1.6
Low Fence2014670.0%+8.9
Breakable Half Fence1915479.0%+14.9
Half Fence1813572.2%+2.4
Open168850.0%-15.8
Rectangle146842.9%-20.3
Octagon128466.7%-1.1
Single Wall128466.7%+0.1
Full Fence and Open97277.8%+12.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12165.3%65.5%-0.2
No walls4862.5%64.0%-1.5

Walls against open: +1.3 points (95% range -15.5 to +18.1), p 0.879 — 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

しゆう@1974 (Rank 37)2026/08/0331233.3%
orz (Rank 29)2026/08/0232166.7%
∈挙動不審∋ (Rank 32)2026/07/19330100.0%
けいすけ新宿 (Rank 33)2026/07/1964266.7%
津古さん (Rank 34)2026/07/1953260.0%
★闘将拉麵男★ (Rank 35)2026/07/0943175.0%
Light (Rank 33)2026/07/0943175.0%
テクノモデル (Rank 34)2026/07/0921150.0%
D A I (Rank 34)2026/07/0963350.0%
MaBoy (Rank 34)2026/07/0994544.4%
NORESPECT (Rank 35)2026/07/0972528.6%
hyun-sibaru-man (Rank 33)2026/07/052020.0%
elf4sale (Rank 30)2026/07/0575271.4%
B軍団 (Rank 35)2026/07/0531233.3%
テオ (Rank 33)2026/07/05220100.0%
onigiryy_14 (Rank 35)2026/07/0542250.0%
助手D (Rank 30)2026/07/0553260.0%
ヘニオ (Rank 30)2026/07/052020.0%
クレウル (Rank 33)2026/06/2932166.7%
忘本朱の父 (Rank 27)2026/06/11660100.0%
鳩男 (Rank 29)2026/05/09330100.0%
みとG_ちゃんねる (Rank 26)2026/05/09330100.0%
PTAgui (Rank 27)2026/05/0731233.3%
很垃圾的JACKY (Rank 21)2026/05/0714140100.0%
hjs29055 (Rank 16)2026/05/0712120100.0%

Round openings

Jacky

Career
508–351 · 59.1%
This season
194 matches · 65.0%
Peak rank
35

First hit in 47.3% of 761 rounds. Won 67.2% of the rounds they struck first, 50.1% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 40.2% of rounds, against 11.2% after winning one.
  • When behind: moves in first in 36.6% of rounds, against 20.1% when ahead or level.
  • In round 2: opens with “P punch into 4P Spinning Back Knuckle” in 11.9% of rounds, against 4.1% in their other rounds.
  • After losing a round: opens with “forward dash into G guard” in 21.7% of rounds, against 4.7% after winning one.
  • When behind: opens with “forward dash into G guard” in 19.5% of rounds, against 9.9% when ahead or level.

How is this tested?

forward dash into guardG8210.6%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK8110.5%
Middle Smash6P into Middle Smash Back Knuckle6PP668.5%
punchP into Spinning Arm Kick4PK536.8%
punchP into Spinning Back Knuckle4P476.1%
Dash Hammer Kick66K405.2%
punchP into Middle Smash Back Knuckle6PP324.1%
Low Spin Kick1K+G into crouch314.0%
Low Spin Kick1K+G into forward movement293.8%
Slide Shuffle (Deflect)4P+K+G222.8%
punchP into Jab StraightPP202.6%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward172.2%
Step-in Middle Kick66K+G into backward movement151.9%
Middle Kick~Jab3KP into Spin Kick Combination3KPK81.0%
forward dash into Beat Spin KickP+KK81.0%

101 further openings account for the other 223 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–7 · 53%4–3 · 57%too few to test
Vanessa10–1 · 91%5–3 · 62%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.

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 (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: 5 of 15 tests hold up