VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Ninja-5501-

Career matches2,168
Career win rate46.5%
Round win rate48.9%
Peak rank25
Distinct opponents98
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1328 #3,011 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

Jacky252,1681,0081,16046.5%

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

855 of 973 rounds counted

8.3 inputs a second (496 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.3496855

By opponent's character

Akira8.4503203
Jacky8.2492112
Wolf8.751972
Sarah8.148778
Lion7.947653
Pai8.048156
Jean8.249433
Goh8.048227
Jeffry8.551135
Shun8.249444
Kage8.148643
Vanessa8.148928
Aoi8.450622
El Blaze8.350014
Lau8.651616
Brad8.852911
Lei Fei8.14848

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

Akira57282949.1%-3.6
Jacky31112035.5%-6.9
Wolf2491537.5%+0.5
Sarah1912763.2%+4.5
Lion179852.9%+2.2
Pai1510566.7%+17.3
Jean135838.5%-0.9
Goh123925.0%-18.0
Jeffry124833.3%-1.0
Shun116554.5%+0.6
Kage106460.0%+6.2
Vanessa84450.0%-5.5
Aoi54180.0%+27.9
El Blaze41325.0%-5.0
Lau42250.0%-0.2
Brad32166.7%+20.0
Lei Fei21150.0%+1.3

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.

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

Single Wall40202050.0%-1.2
Rectangle35161945.7%-6.4
Breakable Half Fence27111640.7%-5.6
Open25111444.0%-3.8
Half Fence2391439.1%-5.6
Breakable Full Fence2112957.1%+10.4
Octagon21111052.4%+8.6
Full Fence and Open179852.9%+9.6
Low Fence156940.0%-10.2
Full Fence1410471.4%+25.7

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14148.9%47.1%+1.8
No walls8046.2%49.6%-3.4

Walls against open: +5.2 points (95% range -8.7 to +19.1), p 0.464 — 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

Wonda15426 (Rank 26)2026/10/1842250.0%
スタンプジャンパー (Rank 23)2026/10/1875271.4%
みらめたる (Rank 21)2026/10/1852340.0%
manekinecogames (Rank 23)2026/10/1893633.3%
銀髪ザムライ (Rank 27)2026/10/1831233.3%
MKBEYOND (Rank 22)2026/10/1863350.0%
osAnKIRA (Rank 22)2026/10/1264266.7%
ゅろぽ (Rank 25)2026/10/1143175.0%
dalmax72 (Rank 26)2026/09/25116554.5%
失礼!スマッシュ☆彡 (Rank 26)2026/09/155050.0%
パニガーレ (Rank 25)2026/09/0431233.3%
TaKaArAsHi573 (Rank 23)2026/07/25440100.0%
nikuzuki (Rank 27)2026/07/2441325.0%
chimichama (Rank 21)2026/07/23440100.0%
dojoGR (Rank 21)2026/07/2042250.0%
ニトロ (Rank 24)2026/07/1231233.3%
サーちゃん (Rank 22)2026/07/0598188.9%
kinoppy0126 (Rank 22)2026/07/0263350.0%
ぽん (Rank 21)2026/06/1341325.0%
starszhouuu (Rank 24)2026/06/1352340.0%
xXsoul-childXx (Rank 23)2026/06/1342250.0%
kuni_sato (Rank 23)2026/05/3043175.0%
paguちゃん (Rank 26)2026/05/0931233.3%
こて (Rank 24)2026/05/0531233.3%
FOX_CQC (Rank 22)2026/05/05330100.0%

Round openings

Jacky

Career
1,008–1,160 · 46.5%
This season
247 matches · 47.4%
Peak rank
25

First hit in 34.3% of 823 rounds. Won 51.1% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 41.9% of rounds, against 30.9% in their other rounds.
  • Against Akira: evades first in 49.7% of rounds, against 29.7% against everyone else.
  • In round 4 or later: opens with “4P+K+G Slide Shuffle (Deflect) into crouch dash forward” in 11.8% of rounds, against 5.9% in their other rounds.

How is this tested?

Slide Shuffle (Deflect)4P+K+G11013.3%
evade up into crouch dash forward779.3%
evade up into crouch dash back769.2%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward607.3%
forward movement into punchP475.7%
Slide Shuffle (Deflect)4P+K+G into forward dash364.4%
backdash into evade up344.1%
Middle Smash6P334.0%
backdash into Spin Heel Sword4K+G273.3%
evade up into throwP+G242.9%
Slide Shuffle (Deflect)4P+K+G into High Angle Upper Kick6K202.4%
evade up into Low Spin Kick1K+G172.1%
evade up into Rage Kick1PK172.1%
evade up into Spin Heel Sword4K+G161.9%
guardG into evade up131.6%

93 further openings account for the other 218 rounds.

Counted from 210 of the 247 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
Akira10–9 · 53%7–13 · 35%too few to test
Jacky2–11 · 15%6–4 · 60%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.

37 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 (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