VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

いそじぇい

Career matches5,187
Career win rate47.9%
Round win rate48.6%
Peak rank27
Distinct opponents266
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1394 #2,680 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

Jacky275,1872,4832,70447.9%

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

3,015 of 3,577 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.94143,015

By opponent's character

Akira7.2430411
Aoi7.2429341
Sarah6.9413345
Jacky6.9414315
Wolf7.1424182
Kage6.7404152
Pai6.9416149
Goh6.8410174
Jeffry6.5390133
Jean6.8408157
Lau6.7400130
Lion6.941782
El Blaze6.740192
Vanessa6.941370
Eileen6.136888
Shun7.041962
Brad6.941249
Taka6.438245
Lei Fei7.142834
Dural8.24904

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

Akira133627146.6%-0.8
Aoi98593960.2%+8.9
Sarah98465246.9%+5.1
Jacky86414547.7%+1.1
Wolf61332854.1%+7.2
Kage52262650.0%+4.2
Pai48202841.7%-5.0
Goh45202544.4%-1.2
Jeffry41172441.5%-8.7
Jean40211952.5%-2.0
Lau38182047.4%-5.5
Lion30141646.7%+0.3
El Blaze25121348.0%+1.4
Vanessa2571828.0%-17.5
Eileen24101441.7%-11.7
Shun1861233.3%-9.3
Brad1551033.3%-5.7
Taka114736.4%-6.3
Lei Fei84450.0%-3.5
Dural110100.0%+66.0

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Half Fence104584655.8%+7.1
Rectangle102445843.1%-6.1
Full Fence94494552.1%+4.4
Low Fence90424846.7%-5.1
Breakable Full Fence89325736.0%-9.9
Single Wall89444549.4%+2.9
Open86424448.8%+3.7
Breakable Half Fence75373849.3%+4.0
Octagon64303446.9%-0.0
Full Fence and Open58302851.7%+2.7

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
Walls52847.3%47.4%-0.1
No walls26548.3%47.9%+0.4

Walls against open: -0.5 points (95% range -8.7 to +7.8), p 0.914 — 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

Rosagigantea (Rank 28)2026/10/18114736.4%
gimoring (Rank 27)2026/10/1895455.6%
hellohair (Rank 24)2026/10/16128466.7%
Martin1833 (Rank 26)2026/10/162114766.7%
manekinecogames (Rank 26)2026/10/1283537.5%
NEKOz (Rank 29)2026/10/1185362.5%
三輪ですが@SRGM (Rank 26)2026/10/1196366.7%
あぶらこ (Rank 29)2026/10/1083537.5%
a_h_i_k_o (Rank 28)2026/10/10102820.0%
ゅろぽ (Rank 23)2026/09/22104640.0%
あかげら (Rank 25)2026/09/16105550.0%
BANANA (Rank 29)2026/09/1682625.0%
HayanieMozu (Rank 22)2026/09/12880100.0%
しろ☆おび。@のびしろF (Rank 25)2026/08/3086275.0%
M&E (Rank 24)2026/08/2776185.7%
ガンジャッキー (Rank 24)2026/08/22118372.7%
AGジャッキー (Rank 26)2026/08/2295455.6%
cs2skoda (Rank 24)2026/08/2186275.0%
dalmax72 (Rank 22)2026/08/052013765.0%
meine (Rank 25)2026/07/31157846.7%
トローリロートル (Rank 22)2026/07/311421214.3%
allgonnaworkout (Rank 25)2026/07/26147750.0%
GWO (Rank 23)2026/07/2086275.0%
我的名字叫顺溜 (Rank 22)2026/06/28116554.5%
I'mabeginner (Rank 26)2026/06/078080.0%

Round openings

Jacky

Career
2,483–2,704 · 47.9%
This season
897 matches · 47.5%
Peak rank
27

First hit in 53.1% of 3,395 rounds. Won 50.5% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 34.3% of rounds, against 19.5% in their other rounds.
  • Against Akira: moves in first in 32.0% of rounds, against 21.8% against everyone else.
  • On Rectangle stages: moves in first in 33.3% of rounds, against 21.8% on the other stages.
  • After opening the round before by waiting: waits first in 27.7% of rounds, against 17.7% after anything else.
  • After the opponent opened the round before by attacking: waits first in 23.1% of rounds, against 17.6% after anything else.
  • After losing a round: moves in first in 24.6% of rounds, against 13.7% after winning one.
  • When behind: moves in first in 27.0% of rounds, against 15.4% when ahead or level.
  • In round 1: opens with “forward movement into P punch” in 14.8% of rounds, against 7.6% in their other rounds.
  • Against Aoi: opens with “1P Slant Back Knuckle into 1PK Rage Kick” in 10.0% of rounds, against 3.7% against everyone else.
  • On Rectangle stages: opens with “forward movement into P punch” in 13.3% of rounds, against 8.7% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 21.0% of rounds, against 5.2% after anything else.
  • After losing a round: opens with “forward movement into PP Jab Straight” in 5.7% of rounds, against 2.8% after winning one.
  • When behind: opens with “forward movement into PP Jab Straight” in 5.9% of rounds, against 3.3% when ahead or level.

How is this tested?

forward movement into punchP3219.4%
backdash into evade up2166.3%
forward movement into Jab StraightPP1775.2%
backdash into Spin Heel Sword4K+G1504.4%
Slant Back Knuckle1P into Rage Kick1PK1494.4%
backdash into Long Stride Back Knuckle4P+K1434.2%
backdash into crouch dash back1323.9%
forward movement into Jab Double StraightPPP1063.1%
guardG into crouch732.1%
backward movement into crouch dash back621.8%
Slant Back Knuckle1P into backdash591.7%
crouch dash back into evade down571.7%
Step-in Middle Kick66K+G531.6%
crouch into Rage Kick1PK511.5%
crouch into Slant Back Knuckle1P471.4%

295 further openings account for the other 1,624 rounds.

Counted from 856 of the 897 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
Akira31–34 · 48%16–24 · 40%+5.2
Sarah19–28 · 40%22–10 · 69%-24.9
Aoi29–22 · 57%20–11 · 65%-7.3
Jacky17–22 · 44%13–11 · 54%too few to test
Wolf28–26 · 52%1–2 · 33%too few to test
Kage14–13 · 52%8–9 · 47%too few to test
Pai14–17 · 45%6–7 · 46%too few to test
Goh17–13 · 57%3–10 · 23%too few to test
Jeffry13–19 · 41%3–3 · 50%too few to test
Jean9–13 · 41%9–3 · 75%too few to test
Lau7–13 · 35%8–5 · 62%too few to test
Lion4–9 · 31%4–3 · 57%too few to test
Eileen8–7 · 53%2–6 · 25%too few to test
El Blaze11–11 · 50%1–1 · 50%too few to test
Vanessa5–9 · 36%2–8 · 20%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 (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: 13 of 16 tests hold up