VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

송곳

Career matches7,659
Career win rate49.5%
Round win rate49.6%
Peak rank39
Distinct opponents276
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1758 #526 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

Jacky397,6593,7953,86449.5%

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

2,860 of 3,328 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.84082,860

By opponent's character

Akira6.9415282
Vanessa6.9413278
Jacky6.8408264
Jean6.8405212
Brad7.0420177
Shun6.8408171
Kage6.6395176
Wolf6.6398152
Goh6.5392170
Sarah6.8407146
Aoi7.0417154
Lion6.9412117
Lau6.941296
Pai7.3439105
Lei Fei6.740195
Jeffry6.740169
Taka6.438794
El Blaze6.840760
Eileen6.941224
Dural7.142418

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

Akira85473855.3%+7.5
Vanessa78314739.7%-4.3
Jacky70383254.3%+3.3
Jean62253740.3%-12.7
Brad54282651.9%+1.8
Shun50252550.0%+5.6
Kage45232251.1%+1.6
Wolf45261957.8%+5.8
Goh42231954.8%+4.8
Sarah42132930.9%-15.8
Aoi40211952.5%+0.5
Lion35171848.6%-0.9
Lau31131841.9%-7.0
Pai2920969.0%+16.3
Lei Fei27151255.6%+2.2
Jeffry25141156.0%+0.7
Taka2491537.5%-7.8
El Blaze179852.9%-0.6
Eileen61516.7%-24.6
Dural43175.0%+14.6

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Open91543759.3%+10.1
Breakable Full Fence86374943.0%-6.0
Rectangle85454052.9%+2.1
Breakable Half Fence83364743.4%-5.5
Low Fence82424051.2%+1.6
Octagon82463656.1%+9.3
Full Fence80473358.8%+12.0
Single Wall78294937.2%-12.9
Half Fence74353947.3%-4.2
Full Fence and Open29141548.3%-0.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls49050.2%49.1%+1.1
No walls25149.8%49.7%+0.1

Walls against open: +1.1 points (95% range -6.4 to +8.5), p 0.781 — 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

Tokkovanessa_VF (Rank 42)2026/10/1735112431.4%
VLW_PS (Rank 36)2026/10/1796366.7%
漂泊の民回線ジプシー (Rank 36)2026/10/1786275.0%
ねこむーと (Rank 38)2026/10/15103730.0%
Hi:D (Rank 35)2026/10/14116554.5%
『Nεnji』.β (Rank 41)2026/10/1483537.5%
寿司眼鉄 (Rank 38)2026/10/12136746.1%
대통령꼬라지가... (Rank 38)2026/10/11115645.5%
jinmenusagi (Rank 42)2026/10/0993633.3%
Umemon2026 (Rank 36)2026/10/0985362.5%
Choi_Akira (Rank 39)2026/10/071810855.6%
danimura (Rank 35)2026/10/0697277.8%
自作マニア@むめい (Rank 42)2026/10/062552020.0%
アルチャチャ (Rank 37)2026/10/0683537.5%
ankocat2 (Rank 37)2026/09/2783537.5%
(˘д˘)ʃStranger (Rank 37)2026/09/24118372.7%
ドナドナ7 (Rank 39)2026/09/23106460.0%
ワクワク (Rank 34)2026/09/1496366.7%
banbal/バンバル (Rank 38)2026/09/1083537.5%
ごうくんまん (Rank 40)2026/09/0982625.0%
壱次元らあじ (Rank 41)2026/09/04106460.0%
gear8570 (Rank 39)2026/08/1994544.4%
interceptor (Rank 40)2026/08/05105550.0%
CoCoSyrup (Rank 41)2026/07/291551033.3%
愛蒔らぶり (Rank 40)2026/06/3081712.5%

Round openings

Jacky

Career
3,795–3,864 · 49.5%
This season
811 matches · 49.5%
Peak rank
39

First hit in 48.5% of 2,986 rounds. Won 52.2% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 13.5% of rounds, against 6.4% in their other rounds.
  • Against Shun: evades first in 24.6% of rounds, against 7.8% against everyone else.
  • After opening the round before by evading: evades first in 23.7% of rounds, against 7.7% after anything else.
  • After winning a round: evades first in 12.4% of rounds, against 5.6% after losing one.
  • When ahead: evades first in 12.5% of rounds, against 5.7% when level or behind.
  • In round 2: opens with “backdash into 4K+G Spin Heel Sword” in 5.5% of rounds, against 2.8% in their other rounds.
  • Against Jacky: opens with “6P Middle Smash” in 30.5% of rounds, against 9.5% against everyone else.
  • On Octagon stages: opens with “backdash into 4K+G Spin Heel Sword” in 6.8% of rounds, against 3.0% on the other stages.
  • After opening the round before with “6P Middle Smash”: opens with “backdash into evade up” in 24.0% of rounds, against 16.3% after anything else.
  • After losing a round: opens with “66K Dash Hammer Kick” in 19.7% of rounds, against 9.3% after winning one.
  • When behind: opens with “66K Dash Hammer Kick” in 18.7% of rounds, against 11.7% when ahead or level.
  • Against a Shun on no drinks: opens with “66K Dash Hammer Kick” in 33.8% of rounds, against 10.0% against a Shun on other counts.

How is this tested?

backdash into evade up52017.3%
Dash Hammer Kick66K35011.6%
Middle Smash6P34211.4%
backdash into Middle Spin Kick46K+G1053.5%
backdash into Spin Heel Sword4K+G1033.4%
backdash into punchP1013.4%
evade up into crouch dash forward993.3%
punchP872.9%
backdash into throwP+G822.7%
forward movement into punchP742.5%
backdash into guardG702.3%
Middle Spin Kick46K+G672.2%
guardG into evade up662.2%
backdash into Middle Smash6P371.2%
crouch dash back into guardG371.2%

186 further openings account for the other 869 rounds.

Counted from 732 of the 811 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
Akira23–18 · 56%14–12 · 54%too few to test
Vanessa14–30 · 32%10–12 · 45%too few to test
Jacky20–16 · 56%10–9 · 53%too few to test
Jean16–21 · 43%5–9 · 36%too few to test
Brad17–12 · 59%7–7 · 50%too few to test
Shun15–14 · 52%6–8 · 43%too few to test
Kage13–12 · 52%8–5 · 62%too few to test
Wolf16–11 · 59%6–6 · 50%too few to test
Goh16–15 · 52%6–2 · 75%too few to test
Sarah9–16 · 36%4–7 · 36%too few to test
Aoi10–10 · 50%9–6 · 60%too few to test
Lau8–7 · 53%3–6 · 33%too few to test
Pai7–2 · 78%10–5 · 67%too few to test
Lei Fei8–5 · 62%6–2 · 75%too few to test
Lion8–5 · 62%5–6 · 45%too few to test
Jeffry11–6 · 65%3–1 · 75%too few to test
Taka6–6 · 50%1–5 · 17%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.

79 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 (18 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: 12 of 18 tests hold up