VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

みぐお

  • Akira
Career matches1,192
Career win rate45.3%
Round win rate44.3%
Peak rank26
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1286 #3,164 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

Jacky261,13951462545.1%
Akira1253262749.1%

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

623 of 623 rounds counted

6.2 inputs a second (375 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.2373589
Akira6.941434

By opponent's character

Akira6.3378103
Vanessa6.337960
Aoi6.136859
Pai6.338153
Kage6.237252
Lion6.438539
Shun6.740240
Lau6.538935
El Blaze6.136727
Wolf6.538926
Goh6.237523
Jacky6.438219
Jean5.935219
Taka5.432323
Jeffry5.834817
Sarah6.136515
Brad6.63958
Lei Fei6.03635

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

Akira2416866.7%+20.1
Vanessa1621412.5%-17.7
Aoi148657.1%+22.3
Pai148657.1%+24.8
Kage123925.0%-9.9
Lion107370.0%+19.5
Shun103730.0%-3.3
Lau93633.3%-21.6
El Blaze71614.3%-23.7
Wolf71614.3%-20.3
Goh6060.0%-60.4
Jacky53260.0%+23.5
Jean52340.0%-2.3
Taka53260.0%+18.6
Jeffry41325.0%-23.2
Sarah41325.0%-24.5
Brad2020.0%-24.8
Lei Fei110100.0%+71.3

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

Open2231913.6%-30.3
Octagon1951426.3%-10.7
Single Wall1761135.3%-5.8
Breakable Half Fence1611568.8%+32.0
Full Fence167943.8%-4.8
Breakable Full Fence139469.2%+36.3
Rectangle1331023.1%-13.5
Half Fence1210283.3%+39.0
Low Fence123925.0%-20.7
Full Fence and Open1010.0%-26.4

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
Walls8950.6%40.3%+10.3
No walls5123.5%41.0%-17.4

Walls against open: +27.7 points (95% range +9.2 to +46.2), p 0.003 — a difference this size is unlikely to be chance.

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

anachan194 (Rank 24)2026/10/16220100.0%
NEKOz (Rank 26)2026/10/1532166.7%
dalmax72 (Rank 26)2026/10/1364266.7%
委員ちょ@肝臓レス練習 (Rank 21)2026/10/13220100.0%
おぺ (Rank 23)2026/10/1331233.3%
bruce985283 (Rank 23)2026/10/1342250.0%
あかげら (Rank 23)2026/10/1132166.7%
亀 (Rank 24)2026/10/1162433.3%
mitorakujo (Rank 28)2026/10/1041325.0%
a39611619 (Rank 21)2026/10/09105550.0%
hapiken (Rank 24)2026/10/09330100.0%
GWO (Rank 25)2026/10/08440100.0%
yooutan (Rank 14)2026/10/04440100.0%
ゅろぽ (Rank 26)2026/10/0485362.5%
あぽろん (Rank 27)2026/09/272020.0%
スレンダーコーン (Rank 29)2026/09/24151146.7%
Wonda15426 (Rank 25)2026/09/1531233.3%
けいすけ新宿 (Rank 26)2026/09/1074357.1%
がんぴーさん【S.R.G.M】 (Rank 24)2026/09/104040.0%
r1s1d8 (Rank 26)2026/09/0931233.3%
yabo (Rank 24)2026/09/0941325.0%
かんしゅ (Rank 37)2026/08/224040.0%
BOM (Rank 1)2026/08/0232166.7%
tentuyu.j (Rank 11)2026/07/2921150.0%
nr636 (Rank 5)2026/07/293030.0%

Round openings

Every character

evade up3610.4%
forward dash into guardG3610.4%
Dash Hammer Kick66K226.4%
Side Hook Turn44P205.8%
backdash into Middle Smash6P174.9%
punchP into Jab StraightPP123.5%
Rimon Chouchu66P102.9%
evade up into Squat Straight2P102.9%
Slide Shuffle (Deflect)4P+K+G into punchP82.3%
backdash into Slant Back Knuckle1P82.3%
Jab StraightPP into Jab Double StraightPPP61.7%
backdash into Middle Smash Sword6PK61.7%
forward dash into Middle Smash Sword6PK61.7%
punchP61.7%
Middle Smash6P51.4%

77 further openings account for the other 138 rounds.

Counted from 88 of the 155 matches played. The rest were not pulled for openings.

Jacky

Career
514–625 · 45.1%
This season
147 matches · 40.8%
Peak rank
26

First hit in 48.4% of 312 rounds. Won 37.1% of the rounds they struck first, 37.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward dash into guardG3611.5%
evade up3310.6%
Dash Hammer Kick66K227.0%
Side Hook Turn44P206.4%
backdash into Middle Smash6P175.5%
punchP into Jab StraightPP123.9%
evade up into Squat Straight2P103.2%
Slide Shuffle (Deflect)4P+K+G into punchP82.6%
backdash into Slant Back Knuckle1P82.6%
Jab StraightPP into Jab Double StraightPPP61.9%
backdash into Middle Smash Sword6PK61.9%
forward dash into Middle Smash Sword6PK61.9%
Middle Smash6P51.6%
backdash into Rage Kick1PK51.6%
evade down51.6%

62 further openings account for the other 113 rounds.

Counted from 80 of the 147 matches played. The rest were not pulled for openings.

Akira

Career
26–27 · 49.1%
This season
8 matches · 37.5%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P1029.4%
backdash into Souka Housui3P+K411.8%
evade up38.8%
Rimon Chouchu66P into crouch dash back25.9%
backdash into Jouho Senshou46P25.9%
Housui2P12.9%
Jouho Senshou46P12.9%
Rimon Chouchu66P into crouch12.9%
Tetsuzankou466P+K12.9%
backdash into Koboku214P12.9%
backdash into SoutoP+K12.9%
backdash into evade up12.9%
backward movement into Souka Housui3P+K12.9%
evade up into Kaikyusei4P12.9%
evade up into punchP12.9%

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 0 of 12 tests hold up
  • Akira: not tested (too few rounds)