VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

AKIRA68000

Career matches7,113
Career win rate47.5%
Round win rate49.1%
Peak rank27
Distinct opponents213
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1449 #2,351 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

Jacky277,1133,3763,73747.5%

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

2,131 of 2,598 rounds counted

5.4 inputs a second (324 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.43242,131

By opponent's character

Jacky5.2315282
Akira5.3319250
Jeffry5.5327159
Wolf5.7340149
Shun5.4322140
El Blaze5.5330129
Goh5.3315129
Aoi5.533394
Pai5.533295
Lion5.532895
Kage5.3319101
Jean5.332063
Sarah5.231471
Brad5.533079
Lau5.533079
Lei Fei5.432556
Taka5.331950
Dural5.331745
Eileen5.432632
Vanessa5.533233

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

Jacky89365340.5%-8.3
Akira70442662.9%+10.7
Jeffry63352855.6%+0.4
Wolf52223042.3%-6.6
Shun35122334.3%-7.3
El Blaze34142041.2%-7.3
Goh31151648.4%-0.8
Aoi3022873.3%+34.6
Pai30181260.0%+9.1
Lion29111837.9%+1.4
Kage28181064.3%+5.0
Jean2691734.6%-20.6
Sarah25131252.0%+4.7
Brad21111052.4%-1.7
Lau2112957.1%+0.2
Lei Fei1431121.4%-18.1
Taka134930.8%-20.3
Dural125741.7%+5.3
Eileen85362.5%+11.4
Vanessa85362.5%+16.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Full Fence79463358.2%+7.1
Low Fence69393056.5%+10.0
Rectangle69284140.6%-14.1
Single Wall65263940.0%-9.2
Breakable Half Fence63352855.6%+5.3
Octagon63362757.1%+8.3
Open59243540.7%-7.9
Half Fence57263145.6%-1.6
Breakable Full Fence54312357.4%+11.0
Full Fence and Open39142535.9%-6.8

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
Walls38552.5%50.2%+2.2
No walls19346.1%47.9%-1.8

Walls against open: +4.0 points (95% range -5.0 to +13.0), p 0.381 — 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

orz (Rank 29)2026/10/15124833.3%
HaseMasa (Rank 26)2026/10/15104640.0%
AiokometeZ (Rank 24)2026/10/1583537.5%
無槪念野獸/무개념야수 (Rank 27)2026/10/1497277.8%
manekinecogames (Rank 25)2026/10/11146842.9%
cs2skoda (Rank 22)2026/10/07660100.0%
ゲス拳サンボ☆彡 (Rank 26)2026/10/02103730.0%
osAnKIRA (Rank 22)2026/09/3083537.5%
hahaha (Rank 28)2026/09/2974357.1%
エルモchYT★プなれ★ (Rank 29)2026/09/271321115.4%
安全パイ (Rank 23)2026/09/2564266.7%
豆次郎 (Rank 23)2026/09/2385362.5%
カプリッチョ (Rank 26)2026/09/2286275.0%
胃弱 (Rank 24)2026/09/1883537.5%
DDaDDai (Rank 28)2026/09/186060.0%
拳拳體爆光 (Rank 24)2026/09/1864266.7%
Rosagigantea (Rank 28)2026/09/0784450.0%
potimaru1059 (Rank 22)2026/08/28108280.0%
はち割れ・練習中 (Rank 23)2026/08/2872528.6%
はげまん (Rank 26)2026/08/2761516.7%
TaKaArAsHi573 (Rank 27)2026/08/2275271.4%
6132da (Rank 24)2026/08/04770100.0%
カマキリ拳法なぎくん (Rank 30)2026/06/2552340.0%
龍仙人【鬼手仏心】 (Rank 26)2026/05/1762433.3%
茗荷【みょうが】 (Rank 23)2026/03/2864266.7%

Round openings

Jacky

Career
3,376–3,737 · 47.5%
This season
639 matches · 49.1%
Peak rank
27

First hit in 40.4% of 2,416 rounds. Won 56.0% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.1% of rounds, against 2.1% in their other rounds.
  • Against Akira: backs off first in 36.7% of rounds, against 19.3% against everyone else.
  • After losing a round: backs off first in 25.7% of rounds, against 9.6% after winning one.
  • When behind: backs off first in 23.6% of rounds, against 13.1% when ahead or level.
  • In round 2: opens with “P+K Beat Knuckle into P+KK Beat Spin Kick” in 9.9% of rounds, against 6.9% in their other rounds.
  • Against Wolf: opens with “4P+K+G Slide Shuffle (Deflect) into crouch dash forward” in 34.0% of rounds, against 12.6% against everyone else.
  • After losing a round: opens with “P+K Beat Knuckle into P+KK Beat Spin Kick” in 16.1% of rounds, against 1.8% after winning one.
  • When behind: opens with “P+K Beat Knuckle into P+KK Beat Spin Kick” in 14.9% of rounds, against 4.9% when ahead or level.

How is this tested?

Slide Shuffle (Deflect)4P+K+G into crouch dash forward34514.2%
Beat KnuckleP+K into Beat Spin KickP+KK1857.6%
backdash into Long Stride Back Knuckle4P+K1847.6%
Spinning Kick Turn44K1124.6%
evade up into Double Spinning KickKK953.9%
backdash943.9%
Side Hook Turn44P903.7%
Bil Jee6P+K783.2%
Slant Back Knuckle1P into Rage Kick1PK743.1%
Middle Smash6P into Middle Smash Sword6PK702.9%
backdash into Chopping Blow2P+K602.5%
backdash into Spin Heel Sword4K+G552.3%
Middle Smash6P492.0%
Side Hook Turn44P into Punch High KickPK492.0%
Somersault Kick7K461.9%

164 further openings account for the other 836 rounds.

Counted from 596 of the 639 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
Jacky17–27 · 39%13–21 · 38%-1.6
Akira28–14 · 67%12–2 · 86%too few to test
Jeffry21–16 · 57%8–4 · 67%too few to test
Wolf17–18 · 49%3–7 · 30%too few to test
Shun7–14 · 33%2–5 · 29%too few to test
Goh8–9 · 47%7–7 · 50%too few to test
Aoi14–6 · 70%4–1 · 80%too few to test
El Blaze9–7 · 56%1–9 · 10%too few to test
Lion4–9 · 31%5–6 · 45%too few to test
Pai15–7 · 68%2–3 · 40%too few to test
Jean5–13 · 28%4–4 · 50%too few to test
Kage7–3 · 70%8–6 · 57%too few to test
Sarah9–7 · 56%1–4 · 20%too few to test
Brad9–7 · 56%2–3 · 40%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.

43 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: 8 of 17 tests hold up