VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

せくきゃみ

  • Wolf
Career matches591
Career win rate52.8%
Round win rate49.8%
Peak rank41
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1694 #832 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

Jacky4157029927152.5%
Wolf262113861.9%

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

211 of 211 rounds counted

7.0 inputs a second (423 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.1428188
Wolf6.338023

By opponent's character

Lion7.041847
Eileen6.740130
Brad7.142517
Jeffry6.338023
Jean7.142717
Shun7.746419
Akira7.042312
Kage6.639711
Pai7.544910
Taka7.64536
Aoi7.74605
Lau7.34405
Lei Fei7.64575
Vanessa8.35004

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

Lion117463.6%+6.8
Eileen81712.5%-37.3
Brad63350.0%+4.0
Jeffry53260.0%+21.6
Jean42250.0%+12.4
Shun43175.0%+25.1
Akira32166.7%+23.1
Kage31233.3%-24.7
Pai2020.0%-56.4
Taka220100.0%+52.6
Aoi110100.0%+46.6
Lau1010.0%-27.5
Lei Fei1010.0%-36.1
Vanessa1010.0%-36.1

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

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 Full Fence96366.7%+14.0
Open84450.0%+1.9
Rectangle83537.5%-8.8
Full Fence53260.0%+9.6
Low Fence53260.0%+9.0
Octagon51420.0%-21.9
Single Wall41325.0%-13.8
Breakable Half Fence31233.3%-24.7
Full Fence and Open110100.0%+62.7
Half Fence110100.0%+56.2

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
Walls3148.4%49.2%-0.8
No walls1747.1%46.9%+0.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

drumsk (Rank 41)2026/10/1442250.0%
uttii-23 (Rank 38)2026/10/14220100.0%
金平糖 (Rank 38)2026/10/142020.0%
kubinashi-rider- (Rank 42)2026/10/141010.0%
陰キャチー牛くそ眼鏡 (Rank 42)2026/10/141010.0%
寿司眼鉄 (Rank 39)2026/10/1421150.0%
marchan-87 (Rank 37)2026/10/141010.0%
俺様バーンズ (Rank 38)2026/10/14110100.0%
manatsu_7 (Rank 43)2026/10/141010.0%
パパ (Rank 26)2026/09/16110100.0%
たたみん♪ (Rank 39)2026/08/04220100.0%
究極無敵 (Rank 38)2026/08/04110100.0%
moto__666 (Rank 39)2026/08/0431233.3%
ふかふか (Rank 38)2026/08/0431233.3%
KWGC-Union (Rank 41)2026/08/0481712.5%
コナモン@konamon4119 (Rank 28)2026/07/2231233.3%
interceptor (Rank 40)2026/06/1632166.7%
STH-6000 (Rank 28)2026/06/16220100.0%
ruicchi-1119 (Rank 38)2026/06/1654180.0%
spacex_falcon_heavy (Rank 40)2026/06/1652340.0%
ルビーロマン葵 (Rank 25)2026/06/04110100.0%

Round openings

Every character

backdash into Spin Heel Sword4K+G106.8%
Middle Spin Kick46K+G85.4%
backdash into Middle Spin Kick46K+G85.4%
backdash into evade down85.4%
backdash into throwP+G53.4%
backward movement into Groin Kick6K+G53.4%
crouch into Low Spin Kick1K+G53.4%
crouch into Slant Back Knuckle1P53.4%
backdash into Beat & Back KnuckleP+KP42.7%
guardG42.7%
punchP into Double Back Knuckle4PP42.7%
Arrow Knuckle3P into guardG32.0%
Groin Kick6K+G32.0%
Low Spin Kick1K+G into crouch32.0%
backdash into Low Spin Kick1K+G32.0%

58 further openings account for the other 69 rounds.

Counted from 37 of the 52 matches played. The rest were not pulled for openings.

Jacky

Career
299–271 · 52.5%
This season
47 matches · 46.8%
Peak rank
41

First hit in 49.2% of 120 rounds. Won 57.6% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G108.1%
Middle Spin Kick46K+G86.5%
backdash into Middle Spin Kick46K+G86.5%
backdash into evade down86.5%
backdash into throwP+G54.0%
backward movement into Groin Kick6K+G54.0%
crouch into Low Spin Kick1K+G54.0%
crouch into Slant Back Knuckle1P54.0%
backdash into Beat & Back KnuckleP+KP43.2%
punchP into Double Back Knuckle4PP43.2%
Groin Kick6K+G32.4%
Low Spin Kick1K+G into crouch32.4%
backdash into Low Spin Kick1K+G32.4%
evade down into Slant Back Knuckle1P32.4%
guardG32.4%

42 further openings account for the other 47 rounds.

Counted from 32 of the 47 matches played. The rest were not pulled for openings.

Wolf

Career
13–8 · 61.9%
This season
5 matches · 60.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P into guardG313.0%
forward movement into Low Drop Kick62K28.7%
guardG into Arrow Knuckle3P28.7%
throwP+G28.7%
Arrow Knuckle3P14.3%
Elbow Butt4P into punchP14.3%
Face Lift Kick3K14.3%
Low Smash2K14.3%
R.A.W. AvengerP+K+G14.3%
backward movement into throwP+G14.3%
crouch into Low Hammer2P14.3%
evade up into throwP+G14.3%
forward dash into Gasp Kneel Palm Bomb6P+K14.3%
forward dash into Low Drop Kick62K14.3%
forward movement into Elbow Butt4P14.3%

3 further openings account for the other 3 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)