VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

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Career matches432
Career win rate46.5%
Round win rate47.7%
Peak rank23
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1166 #3,508 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

Jacky2343220123146.5%

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

717 of 717 rounds counted

8.5 inputs a second (513 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.5513717

By opponent's character

Jean8.450499
Akira8.651883
Sarah8.651576
Pai8.450363
Dural8.651665
El Blaze9.053958
Lei Fei8.550862
Kage8.651333
Shun8.953531
Wolf7.947529
Brad10.059927
Lion8.349926
Goh8.349821
Aoi8.249313
Jacky7.242912
Jeffry8.04818
Taka8.14857
Vanessa8.34994

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

Jean25141156.0%+8.8
Akira2271531.8%-9.7
Sarah1912763.2%+15.8
Pai1631318.8%-24.8
Dural159660.0%+16.3
El Blaze149564.3%+28.2
Lei Fei1441028.6%-15.6
Kage96366.7%+19.2
Shun81712.5%-8.2
Wolf84450.0%-1.9
Brad72528.6%-18.1
Lion72528.6%-22.2
Goh53260.0%+8.3
Aoi3030.0%-41.1
Jacky32166.7%-6.4
Jeffry2020.0%-40.7
Taka220100.0%+54.0
Vanessa1010.0%-40.6

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

Octagon32141843.8%+1.8
Half Fence2391439.1%-2.9
Full Fence22111150.0%+7.0
Low Fence1931615.8%-32.5
Open189950.0%+6.2
Breakable Half Fence157846.7%+2.8
Full Fence and Open149564.3%+18.2
Single Wall138561.5%+19.4
Breakable Full Fence103730.0%-21.8
Rectangle41325.0%-16.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10642.5%43.4%-1.0
No walls5040.0%44.3%-4.3

Walls against open: +3.3 points (95% range -15.7 to +22.4), p 0.732 — 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

xBeaMO (Rank 20)159660.0%
Player472653933 (Rank 24)95455.6%
tepodon_inaba (Rank 21)96366.7%
Gold---Mole (Rank 23)81712.5%
ImJustSaiyan0411 (Rank 23)72528.6%
DoubleDeazy (Rank 24)62433.3%
NunoArcade (Rank 16)64266.7%
boytheblue (Rank 12)63350.0%
Balint (Rank 12)54180.0%
RebornChampion (Rank 16)54180.0%
ScvrletRxven (Rank 7)5050.0%
Shmeegus (Rank 23)54180.0%
babapotato (Rank 19)54180.0%
DragonBlade_IK24 (Rank 15)4040.0%
NAPPYPROPHET (Rank 24)4040.0%
Ninjachef (Rank 7)41325.0%
Reginald_Greene (Rank 11)4040.0%
fivey70 (Rank 25)4040.0%
isotopic_tundra5 (Rank 13)4040.0%
Cooljerk (Rank 23)32166.7%
Jahvar1e_ (Rank 21)32166.7%
Xtron2112 (Rank 21)330100.0%
eyesofpangea (Rank 9)32166.7%
honkey (Rank 21)31233.3%
papercutz8285 (Rank 18)32166.7%

Most played opponents, most recent first

fivey70 (Rank 25)2026/08/024040.0%
tepodon_inaba (Rank 21)2026/08/0296366.7%
Gold---Mole (Rank 23)2026/07/0281712.5%
Cooljerk (Rank 23)2026/06/3032166.7%
Xtron2112 (Rank 21)2026/06/29330100.0%
Shmeegus (Rank 23)2026/06/2954180.0%
Jahvar1e_ (Rank 21)2026/06/2932166.7%
ImJustSaiyan0411 (Rank 23)2026/06/2972528.6%
Player472653933 (Rank 24)2026/06/2795455.6%
papercutz8285 (Rank 18)2026/06/2232166.7%
DoubleDeazy (Rank 24)2026/06/2262433.3%
NAPPYPROPHET (Rank 24)2026/06/224040.0%
honkey (Rank 21)2026/06/2131233.3%
xBeaMO (Rank 20)2026/06/20159660.0%
eyesofpangea (Rank 9)2026/06/2032166.7%
RebornChampion (Rank 16)2026/06/2054180.0%
babapotato (Rank 19)2026/06/2054180.0%
Balint (Rank 12)2026/06/2054180.0%
boytheblue (Rank 12)2026/06/1663350.0%
NunoArcade (Rank 16)2026/06/1364266.7%
DragonBlade_IK24 (Rank 15)2026/06/134040.0%
isotopic_tundra5 (Rank 13)2026/06/124040.0%
Reginald_Greene (Rank 11)2026/06/114040.0%
Ninjachef (Rank 7)2026/06/0841325.0%
ScvrletRxven (Rank 7)2026/06/085050.0%

Round openings

Jacky

Career
201–231 · 46.5%
This season
180 matches · 44.4%
Peak rank
23

First hit in 44.0% of 716 rounds. Won 48.2% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: evades first in 9.2% of rounds, against 2.6% after anything else.

How is this tested?

backdash into backward movement23132.2%
backdash496.8%
punchP395.4%
backdash into guardG182.5%
punchP into Jab StraightPP131.8%
backward movement121.7%
backdash into Beat & Back KnuckleP+KP111.5%
backdash into punchP101.4%
backdash into High Angle Upper Kick6K81.1%
evade up into punchP81.1%
backdash into Middle Smash Sword6PK71.0%
evade down into backward movement71.0%
evade up into backward movement71.0%
punchP into kickK71.0%
backdash into Middle Smash6P60.8%

146 further openings account for the other 284 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean5–5 · 50%4–4 · 50%too few to test
Akira3–6 · 33%2–6 · 25%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: 1 of 15 tests hold up