VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Da-Goat-Pawn

Career matches18,673
Career win rate51.2%
Round win rate51.7%
Peak rank33
Distinct opponents259
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1672 #932 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

Jacky3318,6739,5659,10851.2%

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

5,736 of 8,080 rounds counted

8.9 inputs a second (537 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.95375,736

By opponent's character

Pai8.7524743
Shun8.4507671
Jacky8.8529594
Kage8.9536332
Sarah9.0540420
Aoi9.0538322
Brad9.2552302
Akira9.5568313
Goh9.1547232
Lau9.6576216
Lei Fei9.2553271
Lion8.6515271
Jeffry9.4563261
Vanessa8.8527143
Wolf9.3558154
El Blaze8.9532183
Taka9.9597140
Jean9.657770
Eileen8.751931
Dural8.752067

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

Pai24012711352.9%-4.1
Shun2399714240.6%-8.3
Jacky2131258858.7%+7.1
Kage156768048.7%-1.1
Sarah135835261.5%+11.0
Aoi114546047.4%-2.3
Brad114476741.2%-4.9
Akira107505746.7%+1.8
Goh93484551.6%+1.1
Lau92603265.2%+4.2
Lei Fei91603165.9%+2.0
Lion89335637.1%-0.9
Jeffry88493955.7%+0.7
Vanessa76383850.0%+0.3
Wolf62342854.8%+2.0
El Blaze58332556.9%+0.5
Taka45232251.1%-5.5
Jean2518772.0%+5.5
Eileen2214863.6%+4.7
Dural1881044.4%-8.4

0 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

Single Wall23811412447.9%-4.7
Full Fence2191279258.0%+5.4
Octagon21910711248.9%+0.2
Low Fence2158912641.4%-8.8
Open2151249157.7%+5.3
Rectangle2051149155.6%+2.5
Breakable Full Fence2041099553.4%+2.7
Breakable Half Fence20410110349.5%-3.6
Half Fence173928153.2%+1.0
Full Fence and Open100574357.0%+2.2

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
Walls1,22453.1%51.9%+1.3
No walls66849.0%51.5%-2.5

Walls against open: +3.8 points (95% range -1.8 to +9.3), p 0.186 — 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

Kungfuhustle99 (Rank 30)2026/10/1828171160.7%
justaname00 (Rank 30)2026/10/1829191065.5%
Jiikae (Rank 33)2026/10/1836221461.1%
ShooterMcJacky (Rank 31)2026/10/1868412760.3%
HARLEMKNIGHT116 (Rank 34)2026/10/1879245530.4%
Sunday (Rank 26)2026/10/162891932.1%
OmegaBankai (Rank 33)2026/10/161914573.7%
SugarBear (Rank 36)2026/10/162261627.3%
Mr_LoverMan85 (Rank 31)2026/10/1347242351.1%
HappyFriendLau (Rank 34)2026/10/1354183633.3%
itrap (Rank 30)2026/10/1270462465.7%
Username (Rank 36)2026/10/112732411.1%
leefung._ (Rank 32)2026/10/1128171160.7%
Setsuna_X (Rank 38)2026/10/1138201852.6%
GamesoftRobo (Rank 29)2026/09/271910952.6%
seedash (Rank 33)2026/09/15118338528.0%
IphanatikI (Rank 33)2026/09/1328101835.7%
ulilb1ckard (Rank 29)2026/09/052215768.2%
Kruza (Rank 35)2026/09/032891932.1%
rich.tapestry (Rank 29)2026/08/3021111052.4%
Dhezz (Rank 35)2026/08/2526111542.3%
B34TD0WN (Rank 27)2026/07/292719870.4%
chexmixofdeath (Rank 33)2026/07/261881044.4%
hgamery (Rank 31)2026/07/062091145.0%
MelonBread (Rank 34)2026/04/102571828.0%

Round openings

Jacky

Career
9,565–9,108 · 51.2%
This season
2,077 matches · 51.9%
Peak rank
33

First hit in 54.9% of 6,672 rounds. Won 52.9% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 55.7% of rounds, against 41.5% in their other rounds.
  • Against Shun: waits first in 28.4% of rounds, against 15.1% against everyone else.
  • After opening the round before by waiting: waits first in 25.4% of rounds, against 15.1% after anything else.
  • After the opponent opened the round before by evading: attacks straight away in 47.1% of rounds, against 39.8% after anything else.
  • After losing a round: backs off first in 55.3% of rounds, against 28.7% after winning one.
  • When behind: backs off first in 49.9% of rounds, against 35.4% when ahead or level.
  • In round 1: opens with “backdash into backward movement” in 15.4% of rounds, against 9.7% in their other rounds.
  • Against Akira: opens with “backdash into 4P+K Long Stride Back Knuckle” in 26.9% of rounds, against 6.9% against everyone else.
  • On Open stages: opens with “backdash into 4P+K Long Stride Back Knuckle” in 10.5% of rounds, against 7.6% on the other stages.
  • After opening the round before with “backdash into 4P+K Long Stride Back Knuckle”: opens with “backdash into 4P+K Long Stride Back Knuckle” in 14.9% of rounds, against 6.5% after anything else.
  • After the opponent opened the round before with “evade up”: opens with “6PP Middle Smash Back Knuckle into 6PPK Middle Back Knuckle Spin” in 15.5% of rounds, against 7.0% after anything else.
  • After losing a round: opens with “backdash into 4P+K Long Stride Back Knuckle” in 10.1% of rounds, against 4.3% after winning one.
  • When behind: opens with “backdash into 4P+K Long Stride Back Knuckle” in 9.6% of rounds, against 5.5% when ahead or level.
  • Against a Shun on 5–9 drinks: opens with “6PP Middle Smash Back Knuckle into 6PPK Middle Back Knuckle Spin” in 21.0% of rounds, against 3.5% against a Shun on other counts.
  • After landing the first hit of the round before: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 6.7% of rounds, against 5.8% after being hit first.

How is this tested?

backdash into backward movement75011.1%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK5277.8%
backdash into Long Stride Back Knuckle4P+K5267.8%
backdash3695.5%
Dash Hammer Kick66K into High Angle Upper Kick6K3685.5%
guardG3154.7%
backdash into Spin Heel Sword4K+G2734.0%
backdash into Double Back Knuckle4PP2223.3%
crouch into Dragon Combination: Another 11P+KK2133.2%
backdash into Spinning Arm Kick4PK1962.9%
Slant Back Knuckle1P into Rage Kick1PK1772.6%
up-forward kick+guard9K+G1762.6%
crouch into Rage Kick1PK1432.1%
up-back kick+guard7K+G1291.9%
Dragon Combination 11P+K into Dragon Combination: Another 11P+KK1201.8%

244 further openings account for the other 2,233 rounds.

Counted from 1,732 of the 2,077 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
Pai64–62 · 51%33–41 · 45%+4.1
Shun52–81 · 39%30–33 · 48%-7.6
Jacky76–53 · 59%30–24 · 56%too few to test
Kage41–37 · 53%19–21 · 48%+2.7
Aoi32–24 · 57%18–24 · 43%too few to test
Brad19–33 · 37%13–27 · 32%+7.1
Akira24–25 · 49%13–18 · 42%+9.0
Goh33–21 · 61%2–11 · 15%too few to test
Lau30–14 · 68%11–9 · 55%too few to test
Vanessa28–26 · 52%6–11 · 35%too few to test
Jeffry22–19 · 54%12–9 · 57%too few to test
Sarah31–16 · 66%8–5 · 62%too few to test
Lion13–24 · 35%11–11 · 50%too few to test
Lei Fei23–14 · 62%8–6 · 57%too few to test
Wolf26–12 · 68%4–9 · 31%too few to test
El Blaze18–13 · 58%11–8 · 58%too few to test
Taka9–4 · 69%6–4 · 60%too few to test
Jean14–5 · 74%1–0 · 100%too few to test
Eileen6–3 · 67%8–5 · 62%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.

345 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: 15 of 18 tests hold up