VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

bun.bun_Jacky_Ezo

  • Lau
  • Kage
Career matches5,089
Career win rate48.8%
Round win rate49.8%
Peak rank28
Distinct opponents515
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1367 #2,828 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

Jacky284,7892,3632,42649.3%
Lau2323510213343.4%
Kage2165164924.6%

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

4,427 of 5,715 rounds counted

10.3 inputs a second (619 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky10.36214,289
Lau9.2550138

By opponent's character

Akira10.8646631
Pai10.0602433
Jacky10.6635383
Wolf10.3615368
Shun9.8591356
Aoi10.2614264
Sarah10.0600209
Lau10.7641208
Jeffry10.4626201
Kage9.9594157
Brad10.3620201
El Blaze10.0599166
Eileen10.6633157
Goh10.6638169
Lion10.2613151
Vanessa10.1607105
Jean10.865081
Lei Fei10.060371
Dural9.959256
Taka10.764060

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

Akira2031139055.7%+2.2
Pai130666450.8%+0.9
Jacky123556844.7%-3.5
Wolf118467239.0%-5.6
Shun101574456.4%+9.3
Aoi92613166.3%+13.3
Sarah80473358.8%+8.3
Lau77344344.2%-0.8
Jeffry74443059.5%+6.2
Kage58263244.8%-6.8
Brad57253243.9%-12.4
El Blaze54193535.2%-11.0
Eileen48262254.2%+1.6
Goh48212743.8%-5.9
Lion48262254.2%+3.6
Vanessa39162341.0%-6.0
Jean27121544.4%-6.6
Lei Fei22111150.0%-4.6
Dural1651131.2%-28.8
Taka158753.3%+7.0

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Low Fence168838549.4%-3.0
Octagon161857652.8%+1.1
Breakable Half Fence158768248.1%-0.7
Single Wall156777949.4%+0.7
Half Fence150727848.0%-2.5
Rectangle142796355.6%+3.4
Breakable Full Fence128577144.5%-4.5
Open120655554.2%+3.6
Full Fence118675156.8%+9.4
Full Fence and Open60243640.0%-8.6

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
Walls85750.9%50.1%+0.8
No walls44450.7%50.6%+0.1

Walls against open: +0.7 points (95% range -5.1 to +6.4), p 0.823 — 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

zxyzguy (Rank 26)2026/10/171812666.7%
omuretukun (Rank 25)2026/10/161714382.3%
へい!おひさいたま (Rank 25)2026/10/0984450.0%
osaka_mouko4649 (Rank 27)2026/10/081812666.7%
thatamaru (Rank 24)2026/10/081771041.2%
ありがとナス (Rank 25)2026/10/07167943.8%
dalmax72 (Rank 28)2026/10/0726151157.7%
kota_mofumofu (Rank 23)2026/10/03108280.0%
ぽん (Rank 27)2026/10/02104640.0%
なっちゃんねる (Rank 28)2026/10/02158753.3%
K.K.カブキモノ (Rank 23)2026/10/02107370.0%
みの (Rank 24)2026/10/02107370.0%
hayasano1226 (Rank 24)2026/09/30148657.1%
WeeWeeW (Rank 27)2026/09/3085362.5%
TaKaArAsHi573 (Rank 24)2026/09/29127558.3%
インドラー (Rank 28)2026/09/2581712.5%
しろ☆おび。@のびしろF (Rank 25)2026/09/24118372.7%
Jyuryoku_Eileen (Rank 24)2026/09/1595455.6%
hide2480gt (Rank 21)2026/08/251312192.3%
けつ毛バーガー相場 (Rank 23)2026/08/22119281.8%
いそじぇい (Rank 26)2026/08/22113827.3%
こて (Rank 27)2026/08/2295455.6%
我的名字叫顺溜 (Rank 23)2026/05/2887187.5%
hotman_jet795 (Rank 25)2026/04/231651131.2%
manao_0609 (Rank 27)2026/04/23123925.0%

Round openings

Every character

crouch dash forward into High Angle Upper Kick6K5169.6%
backdash into Spin Heel Sword4K+G3726.9%
Dash Hammer Kick66K3626.7%
evade down2634.9%
backdash into evade down2574.8%
forward movement into punchP2284.2%
backdash into High Angle Upper Kick6K2103.9%
crouch dash forward into Dash Hammer Kick66K2003.7%
evade down into High Angle Upper Kick6K1843.4%
evade down into crouch dash forward1723.2%
evade down into Dash Hammer Kick66K1512.8%
Slant Back Knuckle1P into Rage Kick1PK1462.7%
guardG1452.7%
evade down into Spin Heel Sword4K+G1402.6%
punchP1372.5%

301 further openings account for the other 1,906 rounds.

Counted from 1,348 of the 1,394 matches played. The rest were not pulled for openings.

Jacky

Career
2,363–2,426 · 49.3%
This season
1,392 matches · 50.2%
Peak rank
28

First hit in 44.2% of 5,358 rounds. Won 53.1% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 28.0% of rounds, against 20.3% in their other rounds.
  • Against Pai: waits first in 12.1% of rounds, against 3.8% against everyone else.
  • After opening the round before by waiting: waits first in 14.8% of rounds, against 4.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 30.3% of rounds, against 22.8% after anything else.
  • After losing a round: evades first in 30.6% of rounds, against 23.9% after winning one.
  • When behind: evades first in 31.4% of rounds, against 25.6% when ahead or level.
  • In round 1: opens with “66K Dash Hammer Kick” in 10.0% of rounds, against 5.7% in their other rounds.
  • Against Shun: opens with “evade down” in 12.0% of rounds, against 4.3% against everyone else.
  • After opening the round before with “crouch dash forward into 6K High Angle Upper Kick”: opens with “backdash into 4K+G Spin Heel Sword” in 14.7% of rounds, against 7.3% after anything else.
  • After losing a round: opens with “backdash into evade down” in 6.7% of rounds, against 4.2% after winning one.

How is this tested?

crouch dash forward into High Angle Upper Kick6K5169.6%
backdash into Spin Heel Sword4K+G3726.9%
Dash Hammer Kick66K3626.7%
evade down2614.8%
backdash into evade down2564.8%
forward movement into punchP2284.2%
backdash into High Angle Upper Kick6K2103.9%
crouch dash forward into Dash Hammer Kick66K2003.7%
evade down into High Angle Upper Kick6K1843.4%
evade down into crouch dash forward1723.2%
evade down into Dash Hammer Kick66K1512.8%
Slant Back Knuckle1P into Rage Kick1PK1462.7%
guardG1452.7%
evade down into Spin Heel Sword4K+G1402.6%
punchP1372.5%

296 further openings account for the other 1,900 rounds.

Counted from 1,346 of the 1,392 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
Akira62–35 · 64%34–44 · 44%+19.3
Pai37–32 · 54%19–24 · 44%+7.6
Jacky39–44 · 47%9–16 · 36%too few to test
Wolf27–47 · 36%12–11 · 52%too few to test
Shun36–30 · 55%14–11 · 56%too few to test
Aoi32–15 · 68%23–9 · 72%-4.7
Lau20–22 · 48%11–13 · 46%too few to test
Jeffry28–22 · 56%11–5 · 69%too few to test
Sarah21–22 · 49%14–5 · 74%too few to test
Kage19–15 · 56%6–12 · 33%too few to test
Brad17–20 · 46%7–9 · 44%too few to test
El Blaze10–17 · 37%9–9 · 50%too few to test
Eileen13–11 · 54%9–10 · 47%too few to test
Lion11–16 · 41%7–4 · 64%too few to test
Goh13–19 · 41%4–2 · 67%too few to test
Vanessa6–13 · 32%8–4 · 67%too few to test
Jean8–4 · 67%2–7 · 22%too few to test
Lei Fei5–6 · 45%6–2 · 75%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.

46 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?

Kage

Career
16–49 · 24.6%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down222.2%
backdash111.1%
backdash into Senpujin2P+K111.1%
backdash into evade down111.1%
crouch into Jizuridan2P111.1%
guardG into Rasen4P111.1%
punchP into Rasen4P111.1%
punchP into ResshouPP111.1%

Not counted here: Lau. Their matches were not pulled for openings.

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: 10 of 18 tests hold up
  • Kage: not tested (too few rounds)