VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Jacky

mamesukeJPN

Career matches3,366
Career win rate50.2%
Round win rate46.0%
Peak rank36
Distinct opponents150
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1645 #1,069 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

Jacky363,3661,6911,67550.2%

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

966 of 1,441 rounds counted

7.1 inputs a second (425 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.1425966

By opponent's character

Jacky7.2434111
Lau7.243398
Lion7.243171
Akira7.544940
Pai7.243072
Sarah7.344095
El Blaze6.639843
Jean7.042048
Jeffry6.841061
Wolf7.243053
Kage6.740453
Aoi7.243351
Lei Fei6.639632
Goh7.041862
Shun7.243324
Brad7.042034
Vanessa6.438117
Taka6.74031

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

Jacky35181751.4%+8.2
Lau29111837.9%-5.6
Lion29101934.5%-5.8
Akira27121544.4%-1.1
Pai27111640.7%-6.3
Sarah27151255.6%+12.6
El Blaze2381534.8%-7.1
Jean23121152.2%+10.7
Jeffry22121054.5%+10.7
Wolf2011955.0%+6.2
Kage1971236.8%+0.6
Aoi169756.2%+9.0
Lei Fei161156.2%-42.0
Goh159660.0%+19.3
Shun135838.5%+2.3
Brad123925.0%-13.6
Vanessa41325.0%-15.6
Dural1010.0%-59.3
Taka1010.0%-33.6

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

Breakable Half Fence52242846.1%+3.6
Low Fence45202544.4%+1.9
Open42212150.0%+5.4
Full Fence40192147.5%+2.8
Single Wall40182245.0%+1.8
Half Fence35112431.4%-13.3
Rectangle28121642.9%+0.3
Breakable Full Fence26101638.5%-2.6
Octagon24121250.0%+7.6
Full Fence and Open135838.5%-2.2

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20542.9%43.2%-0.2
No walls12746.5%43.8%+2.7

Walls against open: -2.9 points (95% range -13.7 to +7.9), p 0.600 — 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)2026/10/1182625.0%
ツッチー (Rank 36)2026/10/0661516.7%
ルビーロマン葵 (Rank 33)2026/09/3052340.0%
〔ネ単〕 (Rank 37)2026/09/295050.0%
せんせゐ (Rank 36)2026/09/2952340.0%
希望カゲ (Rank 41)2026/09/2742250.0%
USUSU (Rank 32)2026/09/2754180.0%
お~ちゃん (Rank 34)2026/09/1863350.0%
にゃがみはらう (Rank 34)2026/09/1541325.0%
あいりく (Rank 35)2026/09/1342250.0%
ゲッパー (Rank 38)2026/09/1283537.5%
なめ (Rank 37)2026/09/0642250.0%
CRY-xxBABYxx (Rank 37)2026/08/2941325.0%
ふぇに (Rank 34)2026/08/2864266.7%
どろパイ (Rank 38)2026/08/2152340.0%
俺様バーンズ (Rank 37)2026/08/1842250.0%
ジークリオン (Rank 36)2026/08/05114736.4%
∈挙動不審∋ (Rank 35)2026/08/0453260.0%
Hi:D (Rank 35)2026/07/2242250.0%
続きは敗れている… (Rank 36)2026/07/044040.0%
影虎 (Rank 33)2026/06/2664266.7%
くろね@のびしろF (Rank 34)2026/06/2175271.4%
Nn_nekosuke (Rank 35)2026/06/2152340.0%
stepan_BVFA (Rank 37)2026/06/0574357.1%
yamaneko (Rank 35)2026/05/114040.0%

Round openings

Jacky

Career
1,691–1,675 · 50.2%
This season
359 matches · 43.2%
Peak rank
36

First hit in 48.9% of 1,361 rounds. Won 49.3% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.2% of rounds, against 7.0% in their other rounds.
  • Against Lion: waits first in 20.0% of rounds, against 7.7% against everyone else.
  • After losing a round: backs off first in 53.6% of rounds, against 32.2% after winning one.
  • In round 4 or later: opens with “backdash into evade up” in 12.6% of rounds, against 6.6% in their other rounds.
  • After winning a round: opens with “P punch” in 9.7% of rounds, against 1.5% after losing one.
  • When ahead: opens with “P punch” in 7.9% of rounds, against 3.0% when level or behind.

How is this tested?

backdash into evade up1118.2%
Dash Hammer Kick66K1077.9%
backdash into Spin Heel Sword4K+G826.0%
Squat Straight2P735.4%
punchP735.4%
backward movement into Groin Kick6K+G483.5%
crouch dash back into Long Stride Back Knuckle4P+K413.0%
crouch into Low Spin Kick1K+G352.6%
evade down into Long Stride Back Knuckle4P+K332.4%
punchP into forward dash292.1%
High Angle Upper Kick6K272.0%
backdash into throwP+G231.7%
backdash into Long Stride Back Knuckle4P+K221.6%
evade down into guardG211.5%
Slant Back Knuckle1P into Rage Kick1PK191.4%

177 further openings account for the other 618 rounds.

Counted from 339 of the 359 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
Jacky7–6 · 54%9–11 · 45%too few to test
Lion8–15 · 35%1–3 · 25%too few to test
Sarah5–3 · 62%10–7 · 59%too few to test
Akira6–12 · 33%6–2 · 75%too few to test
Pai10–6 · 62%1–5 · 17%too few to test
Jean7–7 · 50%3–4 · 43%too few to test
Lau5–10 · 33%5–3 · 62%too few to test
El Blaze4–6 · 40%4–8 · 33%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.

20 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: 6 of 15 tests hold up