VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

cass+terra

Career matches662
Career win rate56.0%
Round win rate53.8%
Peak rank35
Distinct opponents120
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1695 #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

Jacky3566237129156.0%

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

692 of 935 rounds counted

11.2 inputs a second (673 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky11.2673692

By opponent's character

Akira11.2669109
Jeffry11.166397
Wolf11.066363
El Blaze11.065853
Jacky11.569165
Pai11.770240
Jean11.468662
Goh11.367836
Brad11.267329
Lion11.770224
Vanessa10.864531
Aoi11.971211
Kage10.965312
Lau11.266922
Lei Fei10.86498
Shun12.27319
Sarah11.066210
Dural10.06028
Eileen11.26733

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

Akira35201557.1%-0.9
Jeffry28181064.3%+15.2
Wolf2516964.0%+7.0
El Blaze1912763.2%-2.1
Jacky1761135.3%-20.7
Pai1712570.6%+13.5
Jean167943.8%-9.1
Goh138561.5%+3.0
Brad118372.7%+8.1
Lion95455.6%+0.9
Vanessa94544.4%-9.8
Aoi63350.0%-1.9
Kage65183.3%+20.3
Lau52340.0%-9.8
Lei Fei51420.0%-37.1
Shun54180.0%+12.2
Sarah43175.0%+16.0
Dural2020.0%-60.8
Eileen1010.0%-70.1
Taka1010.0%-70.4

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

Open29161355.2%+3.0
Breakable Full Fence2821775.0%+17.9
Full Fence27171063.0%+6.0
Half Fence25121348.0%-12.4
Breakable Half Fence24131154.2%-4.0
Single Wall24121250.0%-12.3
Octagon2213959.1%+3.6
Rectangle2291340.9%-16.1
Low Fence2012860.0%+5.6
Full Fence and Open63350.0%-13.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14857.4%57.6%-0.2
No walls7354.8%56.0%-1.2

Walls against open: +1.0 points (95% range -13.5 to +15.5), p 0.892 — 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

elf4sale (Rank 33)2026/09/1142250.0%
무파ZeroBlue (Rank 34)2026/09/112020.0%
NORESPECT (Rank 36)2026/09/112314960.9%
zaduhkj (Rank 34)2026/09/1121150.0%
ふぇに (Rank 35)2026/09/0331233.3%
hsat0310 (Rank 35)2026/08/292020.0%
danimura (Rank 34)2026/08/29117463.6%
∈挙動不審∋ (Rank 32)2026/08/2942250.0%
煽るアホは0721してろ (Rank 33)2026/08/2143175.0%
ps-splitsecond (Rank 32)2026/06/2131233.3%
ねこむーと (Rank 34)2026/06/2151420.0%
kkotgerang (Rank 30)2026/06/21117463.6%
jiwoonpk (Rank 30)2026/06/15660100.0%
mossa_n_assom (Rank 32)2026/06/1332166.7%
GuardbReaK8274 (Rank 30)2026/06/1121150.0%
EVOyan (Rank 29)2026/05/3041325.0%
rikiyan-999 (Rank 29)2026/05/30220100.0%
mikumoJacky (Rank 33)2026/05/282020.0%
ER_higante (Rank 29)2026/05/2875271.4%
paoya0423 (Rank 35)2026/05/2242250.0%
イイダ (Rank 29)2026/05/22220100.0%
LEO (Rank 33)2026/05/1231233.3%
白い妖精 (Rank 32)2026/05/11220100.0%
sraosha1 (Rank 27)2026/04/25330100.0%
Fundoshi-Z (Rank 28)2026/04/03220100.0%

Round openings

Jacky

Career
371–291 · 56.0%
This season
234 matches · 57.3%
Peak rank
35

First hit in 54.0% of 931 rounds. Won 54.7% of the rounds they struck first, 52.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 25.1% of rounds, against 12.6% in their other rounds.
  • Against Wolf: attacks straight away in 21.4% of rounds, against 11.0% against everyone else.
  • Against El Blaze: opens with “forward dash into G guard” in 11.3% of rounds, against 3.0% against everyone else.

How is this tested?

forward movement into punchP10511.2%
forward dash into Low Spin Kick1K+G727.7%
Dash Hammer Kick66K404.3%
forward dash into Middle Smash6P404.3%
forward dash into guardG343.6%
forward dash into evade down283.0%
forward dash into throw escape262.8%
backdash into evade up232.5%
forward dash into High Angle Upper Kick6K232.5%
backdash into Spin Heel Sword4K+G181.9%
forward dash into Groin Kick6K+G181.9%
forward dash into evade up171.8%
forward dash into Slant Back Knuckle1P161.7%
forward dash into Squat Straight2P151.6%
crouch dash forward into Smash Straight3P141.5%

180 further openings account for the other 450 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–12 · 50%6–2 · 75%too few to test
Jeffry11–6 · 65%7–4 · 64%too few to test
Wolf8–6 · 57%6–2 · 75%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.

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