VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

L_arc_en_SIGERU

Career matches959
Career win rate58.2%
Round win rate50.1%
Peak rank36
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1709 #761 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

Jacky3695955840158.2%

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

524 of 770 rounds counted

6.2 inputs a second (369 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.2369524

By opponent's character

Shun6.2374108
Jean6.539062
Sarah6.036170
Lei Fei5.835019
Kage6.337741
Akira6.237044
El Blaze5.734021
Lau6.538723
Brad5.83504
Aoi5.935423
Lion6.538924
Vanessa6.136633
Taka5.633823
Goh6.337616
Wolf7.24341
Jacky6.63995
Pai5.53327

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

Shun27121544.4%+6.6
Jean24121250.0%-0.2
Sarah2112957.1%+6.2
Lei Fei1651131.2%-18.9
Kage1511473.3%+17.3
Akira147750.0%-4.8
El Blaze125741.7%-9.1
Lau114736.4%-7.7
Brad96366.7%+24.6
Aoi73442.9%-5.8
Lion73442.9%-9.6
Vanessa73442.9%-14.6
Taka62433.3%-3.2
Goh42250.0%-11.6
Wolf3030.0%-55.6
Eileen21150.0%+0.3
Jacky220100.0%+53.0
Pai220100.0%+66.3

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

Breakable Half Fence2718966.7%+18.8
Half Fence23101343.5%-9.0
Low Fence2215768.2%+24.7
Rectangle2291340.9%-11.5
Single Wall22101245.5%-0.9
Breakable Full Fence1951426.3%-25.9
Open1551033.3%-12.4
Full Fence137653.9%+5.2
Octagon136746.1%-2.9
Full Fence and Open31233.3%-7.8

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
Walls11747.0%50.3%-3.3
No walls5950.8%45.9%+4.9

Walls against open: -8.2 points (95% range -23.7 to +7.2), p 0.297 — 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

お~ちゃん (Rank 34)2026/09/2785362.5%
Re:Biz (Rank 37)2026/09/2431233.3%
montanmo (Rank 33)2026/09/2442250.0%
くろね@のびしろF (Rank 35)2026/09/2431233.3%
banjar (Rank 38)2026/09/2431233.3%
拳四郎 (Rank 38)2026/09/2431233.3%
どろパイ (Rank 34)2026/07/2331233.3%
酔竜功久米仙 (Rank 38)2026/05/2852340.0%
けいすけ新宿 (Rank 32)2026/05/2842250.0%
MikuMartineau (Rank 32)2026/05/2854180.0%
방가방가 (Rank 29)2026/05/28440100.0%
ダンシングまるこ (Rank 38)2026/05/284040.0%
らうらう (Rank 32)2026/05/2832166.7%
powdershadow72 (Rank 35)2026/05/2886275.0%
村長~災禍の中心~ (Rank 38)2026/05/231881044.4%
Light (Rank 32)2026/05/2353260.0%
RUSH (Rank 35)2026/05/2331233.3%
じゃんぬ兄(公認) (Rank 35)2026/05/2331233.3%
たたみん♪ (Rank 38)2026/05/2362433.3%
LEO (Rank 32)2026/05/1762433.3%
VF12360-PC (Rank 36)2026/05/1741325.0%
ギンブチ影 (Rank 35)2026/05/1543175.0%
俺様バーンズ (Rank 36)2026/05/1585362.5%
マーウォ (Rank 35)2026/05/151961331.6%
ヘニオ (Rank 31)2026/04/2343175.0%

Round openings

Jacky

Career
558–401 · 58.2%
This season
189 matches · 48.7%
Peak rank
36

First hit in 49.0% of 765 rounds. Won 51.7% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • Against Sarah: moves in first in 30.7% of rounds, against 11.7% against everyone else.
  • Against Sarah: opens with “forward movement into P punch” in 23.9% of rounds, against 5.4% against everyone else.

How is this tested?

crouch into Squat Straight2P9011.7%
forward movement into punchP587.5%
evade down into throw escape496.4%
Middle Smash6P486.2%
backdash into evade down425.5%
evade down into forward dash324.2%
evade up into throw escape293.8%
backdash into Spin Heel Sword4K+G263.4%
Middle Smash6P into crouch dash forward222.9%
forward movement into Jab Double StraightPPP222.9%
evade up into forward dash192.5%
backdash into Switch Chopping BlowP+K+GP172.2%
backdash into evade up141.8%
Slant Back Knuckle1P into Rage Kick1PK121.6%
guardG121.6%

121 further openings account for the other 279 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun5–6 · 45%7–9 · 44%too few to test
Jean7–8 · 47%4–2 · 67%too few to test
Sarah9–5 · 64%3–4 · 43%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: 2 of 15 tests hold up