VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

トーマス軍団残党K

  • Akira
Career matches16,092
Career win rate50.7%
Round win rate48.8%
Peak rank41
Distinct opponents418
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1820 #326 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

Jacky399,1654,5914,57450.1%
Akira416,9273,5643,36351.5%

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

6,077 of 7,717 rounds counted

8.0 inputs a second (483 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.24904,238
Jacky7.84661,839

By opponent's character

Akira8.1487663
Brad8.2489511
Jacky8.3495390
Kage7.9475421
Lei Fei8.0478381
Shun8.0482442
Lion8.2492468
Jean8.1483307
Lau8.3499322
Sarah7.8470305
Pai7.9474262
Vanessa7.6456260
Goh7.9473234
Eileen8.0481225
Jeffry8.2489195
Wolf8.3500198
Aoi7.7463154
El Blaze8.0480136
Taka8.1483144
Dural7.846659

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

Akira20410410051.0%+2.7
Brad149678245.0%-3.7
Jacky136766055.9%+6.0
Kage136577941.9%-4.1
Lei Fei123467737.4%-8.1
Shun123546943.9%-3.2
Lion121606149.6%+3.4
Jean109595054.1%+2.1
Lau106456142.5%-0.7
Sarah94454947.9%+1.8
Pai89414846.1%-1.4
Vanessa89375241.6%-6.0
Goh85404547.1%+0.3
Eileen67363153.7%+7.1
Jeffry67343350.8%+3.3
Wolf61293247.5%-0.4
Aoi57362163.2%+14.1
El Blaze44133129.6%-17.3
Taka39182146.1%+1.0
Dural1511473.3%+17.6

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Open22010012045.5%-3.1
Breakable Full Fence21911010950.2%+1.7
Breakable Half Fence2159312243.3%-4.3
Rectangle2011049751.7%+4.9
Full Fence1938810545.6%-1.7
Single Wall183929150.3%+3.9
Octagon170729842.4%-2.6
Half Fence160788248.8%+0.7
Low Fence155787750.3%+1.5
Full Fence and Open91395242.9%-4.3

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
Walls1,15847.1%47.2%-0.2
No walls55848.4%48.0%+0.4

Walls against open: -0.6 points (95% range -5.8 to +4.6), p 0.819 — 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

mudanadoryokuzki (Rank 37)2026/10/1826141253.9%
ス~パ~オヤツマ~ン (Rank 42)2026/10/181431121.4%
nidaimebannai (Rank 38)2026/10/13167943.8%
ankocat2 (Rank 37)2026/10/13147750.0%
寿司眼鉄 (Rank 38)2026/10/131810855.6%
jikacho-Gigas (Rank 41)2026/10/132882028.6%
jinmenusagi (Rank 43)2026/10/13156940.0%
くりたろう (Rank 39)2026/10/1124141058.3%
カルティカ (Rank 41)2026/10/101941521.1%
banjar (Rank 39)2026/09/271814477.8%
ダンプよっし~2.0 (Rank 39)2026/09/27156940.0%
ハンニバル (Rank 37)2026/09/2322101245.5%
대통령혀가참길다. (Rank 38)2026/09/23158753.3%
マハリータまるこ (Rank 40)2026/09/231811761.1%
★闘将拉麵男★ (Rank 40)2026/09/231651131.2%
montanmo (Rank 38)2026/09/1534191555.9%
shenron0321 (Rank 41)2026/09/15157846.7%
愛蒔らぶり (Rank 42)2026/09/04156940.0%
klkun (Rank 40)2026/08/241651131.2%
かんしゅ (Rank 42)2026/08/211941521.1%
Osamu_0303 (Rank 39)2026/07/29159660.0%
堂島様 (Rank 42)2026/07/262161528.6%
interceptor (Rank 40)2026/07/171981142.1%
PuzzG/ぱず爺 (Rank 36)2026/06/2929161355.2%
hattori1357 (Rank 36)2026/06/29145935.7%

Round openings

Every character

backdash into evade down4906.7%
Rimon Chouchu66P4876.6%
backdash into evade up4055.5%
Middle Smash6P2603.5%
backdash into Goko Shutsudou3K+GP2533.4%
Jab StraightPP into Jab Double StraightPPP2293.1%
backdash into punchP2152.9%
crouch dash forward into Low Spin Kick1K+G1922.6%
backdash into Beat & Back KnuckleP+KP1341.8%
forward dash into Senzankou66P+K1291.8%
backdash into Beat KnuckleP+K1271.7%
Squat Straight2P1221.7%
forward dash into Yakuho Chouchu666P1221.7%
backdash into Squat Straight2P1101.5%
Housui2P1031.4%

450 further openings account for the other 3,976 rounds.

Counted from 1,817 of the 1,914 matches played. The rest were not pulled for openings.

Akira

Career
3,564–3,363 · 51.5%
This season
1,060 matches · 47.0%
Peak rank
41

First hit in 50.9% of 3,824 rounds. Won 49.2% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 36.7% of rounds, against 29.5% in their other rounds.
  • Against Brad: attacks straight away in 57.9% of rounds, against 28.5% against everyone else.
  • On Breakable Full Fence stages: moves in first in 26.2% of rounds, against 19.8% on the other stages.
  • After opening the round before by moving in: moves in first in 29.3% of rounds, against 18.8% after anything else.
  • After winning a round: attacks straight away in 37.5% of rounds, against 26.6% after losing one.
  • When ahead: attacks straight away in 35.3% of rounds, against 28.1% when level or behind.
  • Against a Shun on 1+ drinks: moves in first in 44.9% of rounds, against 16.7% against a Shun on other counts.
  • In round 1: opens with “backdash into 3K+GP Goko Shutsudou” in 10.0% of rounds, against 5.4% in their other rounds.
  • Against Pai: opens with “backdash into evade down” in 17.4% of rounds, against 7.9% against everyone else.
  • On Octagon stages: opens with “forward dash into 66P+K Senzankou” in 6.0% of rounds, against 3.1% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 15.5% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “backdash into evade up” in 7.7% of rounds, against 2.9% after winning one.
  • When the score is level: opens with “66P Rimon Chouchu” in 17.3% of rounds, against 11.4% when ahead or behind.

How is this tested?

Rimon Chouchu66P48712.6%
backdash into evade down3228.3%
backdash into Goko Shutsudou3K+GP2536.5%
backdash into evade up1794.6%
forward dash into Senzankou66P+K1293.3%
forward dash into Yakuho Chouchu666P1223.2%
Housui2P1032.7%
backdash into Rimon Chouchu66P1012.6%
forward dash into Souka Housui3P+K962.5%
backdash into Jouho Touken6P842.2%
punchP into Rimon Chouchu66P802.1%
forward dash into Jouho Touken6P762.0%
backdash into Koboku214P751.9%
backdash into Jouho Senshou46P741.9%
backdash into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K721.9%

201 further openings account for the other 1,607 rounds.

Counted from 963 of the 1,060 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad16–25 · 39%17–20 · 46%-3.8
Akira31–27 · 53%14–11 · 56%too few to test
Lion29–24 · 55%10–15 · 40%too few to test
Kage23–24 · 49%8–14 · 36%too few to test
Lei Fei15–34 · 31%6–10 · 38%too few to test
Shun15–16 · 48%9–12 · 43%too few to test
Jean23–19 · 55%5–4 · 56%too few to test
Jacky14–14 · 50%11–6 · 65%too few to test
Sarah18–20 · 47%6–5 · 55%too few to test
Vanessa15–19 · 44%2–8 · 20%too few to test
Lau10–16 · 38%3–7 · 30%too few to test
Pai9–12 · 43%5–6 · 45%too few to test
Wolf12–12 · 50%3–5 · 38%too few to test
Jeffry11–9 · 55%4–3 · 57%too few to test
El Blaze5–20 · 20%4–1 · 80%too few to test
Goh9–11 · 45%3–5 · 38%too few to test
Eileen12–8 · 60%1–3 · 25%too few to test
Aoi11–3 · 79%8–4 · 67%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.

97 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?

Jacky

Career
4,591–4,574 · 50.1%
This season
854 matches · 48.0%
Peak rank
39

First hit in 51.5% of 3,452 rounds. Won 52.5% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 49.6% of rounds, against 40.2% in their other rounds.
  • Against Vanessa: attacks straight away in 54.3% of rounds, against 31.3% against everyone else.
  • On Rectangle stages: waits first in 21.0% of rounds, against 2.0% on the other stages.
  • After opening the round before by waiting: waits first in 15.6% of rounds, against 3.8% after anything else.
  • After losing a round: backs off first in 52.7% of rounds, against 34.7% after winning one.
  • When behind: backs off first in 53.8% of rounds, against 39.3% when ahead or level.
  • In round 1: opens with “PP Jab Straight into PPP Jab Double Straight” in 11.4% of rounds, against 5.0% in their other rounds.
  • Against Sarah: opens with “backdash into evade up” in 17.5% of rounds, against 5.9% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 14.0% of rounds, against 6.4% after anything else.
  • After losing a round: opens with “backdash into evade up” in 9.0% of rounds, against 4.7% after winning one.

How is this tested?

Middle Smash6P2607.4%
Jab StraightPP into Jab Double StraightPPP2296.5%
backdash into evade up2266.5%
crouch dash forward into Low Spin Kick1K+G1925.5%
backdash into punchP1704.9%
backdash into evade down1684.8%
backdash into Beat & Back KnuckleP+KP1343.8%
backdash into Beat KnuckleP+K1273.6%
Squat Straight2P1223.5%
backdash into Squat Straight2P1103.1%
punchP into Jab StraightPP942.7%
forward movement into kickK692.0%
forward dash into evade up641.8%
backdash into Jab Double StraightPPP581.7%
backdash into Middle Smash6P551.6%

272 further openings account for the other 1,416 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira31–35 · 47%17–18 · 49%-1.0
Jacky25–19 · 57%11–12 · 48%too few to test
Shun10–14 · 42%8–16 · 33%too few to test
Kage15–25 · 38%7–5 · 58%too few to test
Brad13–15 · 46%6–10 · 38%too few to test
Goh13–19 · 41%8–9 · 47%too few to test
Jean13–14 · 48%11–7 · 61%too few to test
Lau13–18 · 42%9–6 · 60%too few to test
Pai8–12 · 40%8–9 · 47%too few to test
Lei Fei11–17 · 39%3–0 · 100%too few to test
Sarah13–8 · 62%4–9 · 31%too few to test
Lion11–9 · 55%5–8 · 38%too few to test
Vanessa11–16 · 41%1–5 · 17%too few to test
Eileen9–6 · 60%10–2 · 83%too few to test
Jeffry8–6 · 57%4–8 · 33%too few to test
Aoi9–4 · 69%5–7 · 42%too few to test
Wolf9–7 · 56%5–4 · 56%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.

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 (34 here; about 1.7 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

  • Akira: 13 of 17 tests hold up
  • Jacky: 10 of 17 tests hold up