VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

hitosasiyubi777

Career matches4,751
Career win rate51.0%
Round win rate48.8%
Peak rank39
Distinct opponents228
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1734 #644 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

Jacky394,7512,4232,32851.0%

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

2,693 of 3,239 rounds counted

6.6 inputs a second (394 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.63942,693

By opponent's character

Jacky6.7401219
Akira6.5391231
Kage6.6398195
Sarah6.6394199
Goh6.6398206
Vanessa6.5388142
Wolf6.7399168
Lau6.7404159
Brad6.5387161
El Blaze6.3380167
Lion6.6398144
Pai6.5391134
Shun6.7399117
Jeffry6.6396100
Lei Fei6.639788
Aoi6.337969
Jean6.740476
Eileen6.337962
Taka6.136749
Dural6.74037

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

Jacky77383949.4%+0.1
Akira75373849.3%+1.3
Kage63283544.4%+1.7
Sarah57263145.6%-5.1
Goh54262848.1%+0.2
Vanessa47163134.0%-8.6
Wolf46212545.6%-5.8
Lau45162935.6%-8.8
Brad42251759.5%+13.9
El Blaze42271564.3%+12.8
Lion39231659.0%+12.3
Pai38142436.8%-11.7
Shun34161847.1%+2.3
Jeffry33132039.4%-10.9
Lei Fei28181064.3%+21.9
Aoi2281436.4%-13.8
Jean2012860.0%+2.0
Eileen1651131.2%-6.9
Taka127558.3%+13.3
Dural62433.3%-21.1

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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 Fence92454748.9%+0.7
Breakable Full Fence87474054.0%+6.2
Full Fence83354842.2%-6.6
Open82384446.3%-0.4
Single Wall79304938.0%-11.4
Octagon75334244.0%-0.6
Half Fence69294042.0%-4.2
Rectangle69393056.5%+9.4
Low Fence68353351.5%+4.6
Full Fence and Open48212743.8%-3.5

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
Walls47548.0%47.3%+0.7
No walls22945.0%47.4%-2.4

Walls against open: +3.1 points (95% range -5.3 to +11.5), p 0.469 — 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

ヘニオ (Rank 35)2026/10/1873442.9%
ハッチンパモス (Rank 41)2026/10/1782625.0%
★闘将拉麵男★ (Rank 38)2026/10/151841422.2%
panda_kage0 (Rank 39)2026/10/1296366.7%
LEO (Rank 36)2026/10/122217577.3%
うるヲ参拾 (Rank 39)2026/10/04126650.0%
のびもあ (Rank 40)2026/10/0493633.3%
abcdkazu1986 (Rank 37)2026/10/0275271.4%
banbal/バンバル (Rank 38)2026/09/11107370.0%
RUSH (Rank 38)2026/09/0927131448.1%
漂泊の民回線ジプシー (Rank 35)2026/08/28106460.0%
躑躅 (Rank 36)2026/08/2493633.3%
ENGLID (Rank 38)2026/08/2373442.9%
デネ (Rank 41)2026/08/2371614.3%
Umemon2026 (Rank 37)2026/08/231611568.8%
zakisan (Rank 36)2026/08/2373442.9%
モブ太郎 (Rank 40)2026/08/2073442.9%
かべごん (Rank 38)2026/08/1894544.4%
五寸釘くん (Rank 36)2026/08/0376185.7%
トーマス軍団残党K (Rank 40)2026/07/3171614.3%
ゴーストが囁くのよ (Rank 40)2026/07/2682625.0%
CoCoSyrup (Rank 39)2026/07/22105550.0%
interceptor (Rank 39)2026/07/0884450.0%
テクノモデル (Rank 36)2026/05/0775271.4%
rikojjang (Rank 40)2026/05/0682625.0%

Round openings

Jacky

Career
2,423–2,328 · 51.0%
This season
796 matches · 47.5%
Peak rank
39

First hit in 44.2% of 2,814 rounds. Won 53.1% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 33.5% of rounds, against 14.4% in their other rounds.
  • Against Akira: backs off first in 44.4% of rounds, against 25.8% against everyone else.
  • After opening the round before by attacking: evades first in 30.5% of rounds, against 20.4% after anything else.
  • After winning a round: backs off first in 40.4% of rounds, against 21.4% after losing one.
  • When ahead: backs off first in 33.9% of rounds, against 25.5% when level or behind.
  • In round 2: opens with “6P Middle Smash into 6PK Middle Smash Sword” in 7.8% of rounds, against 3.4% in their other rounds.
  • Against Wolf: opens with “forward movement into PPP Jab Double Straight” in 12.8% of rounds, against 3.9% against everyone else.
  • On Rectangle stages: opens with “forward movement into PPP Jab Double Straight” in 10.1% of rounds, against 3.9% on the other stages.
  • After opening the round before with “6P Middle Smash”: opens with “evade down into 66K Dash Hammer Kick” in 9.3% of rounds, against 5.1% after anything else.
  • After losing a round: opens with “evade down into 66K Dash Hammer Kick” in 7.6% of rounds, against 3.3% after winning one.
  • When behind: opens with “6P Middle Smash into 6PK Middle Smash Sword” in 7.8% of rounds, against 4.4% when ahead or level.

How is this tested?

Middle Smash6P2498.8%
evade down into Dash Hammer Kick66K1786.3%
forward movement into punchP1384.9%
Middle Smash6P into Middle Smash Sword6PK1264.5%
forward movement into Jab Double StraightPPP1264.5%
Dash Hammer Kick66K into High Angle Upper Kick6K1234.3%
evade up into Dash Hammer Kick66K1134.0%
crouch dash forward into Smash Straight3P893.1%
crouch into Squat Straight2P893.1%
evade down into forward dash873.1%
backdash into Middle Smash6P722.5%
backward movement into backdash652.3%
backward movement into Middle Smash6P541.9%
Slide Shuffle (Deflect)4P+K+G521.8%
backward movement into High Angle Upper Kick6K391.4%

258 further openings account for the other 1,226 rounds.

Counted from 696 of the 796 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
Jacky19–23 · 45%9–6 · 60%too few to test
Akira23–21 · 52%7–6 · 54%too few to test
Sarah14–20 · 41%9–10 · 47%too few to test
Kage10–19 · 34%4–11 · 27%too few to test
Goh12–14 · 46%8–6 · 57%too few to test
Vanessa6–17 · 26%9–13 · 41%too few to test
Wolf15–15 · 50%3–6 · 33%too few to test
Lau10–12 · 45%4–14 · 22%too few to test
Lion15–6 · 71%3–7 · 30%too few to test
Brad10–8 · 56%5–4 · 56%too few to test
Shun5–12 · 29%5–3 · 62%too few to test
Pai6–10 · 38%2–5 · 29%too few to test
Jeffry7–8 · 47%4–6 · 40%too few to test
El Blaze10–8 · 56%4–2 · 67%too few to test
Lei Fei10–3 · 77%4–4 · 50%too few to test
Jean9–4 · 69%3–3 · 50%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.

100 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 (17 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: 11 of 17 tests hold up