VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jacky

gta4vcs

Career matches10,320
Career win rate47.5%
Round win rate47.4%
Peak rank31
Distinct opponents279
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1487 #2,116 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

Jacky3110,3204,9065,41447.5%

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

3,299 of 3,919 rounds counted

5.0 inputs a second (303 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.03033,299

By opponent's character

Akira5.0302427
Jacky5.1305398
Wolf5.1304331
Aoi5.0300245
Pai5.1308214
Goh5.4322201
Sarah4.9294237
Jean5.0301177
Jeffry5.0298175
Lau5.1306185
Lion5.0302131
Shun5.2312145
El Blaze5.1308126
Kage4.828594
Vanessa4.929351
Taka4.728456
Lei Fei5.030152
Brad4.828745
Eileen5.02999

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

Akira130666450.8%+6.9
Jacky107466143.0%+1.1
Wolf101346733.7%-15.7
Aoi67353252.2%+9.0
Pai65412463.1%+14.3
Goh61243739.3%-5.8
Sarah61283345.9%-0.5
Jean54183633.3%-9.2
Jeffry52193336.5%-5.1
Lau49173234.7%-10.2
Lion47232448.9%+3.7
Shun45311468.9%+23.2
El Blaze31131841.9%-6.9
Kage28101835.7%-3.7
Vanessa2491537.5%-9.3
Taka178947.1%+7.6
Lei Fei167943.8%+0.9
Brad124833.3%-2.1
Eileen84450.0%-3.9
Dural1010.0%-54.0

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Rectangle123487539.0%-4.9
Octagon107466143.0%-2.9
Half Fence94395541.5%-2.9
Breakable Full Fence91434847.2%+1.0
Full Fence90464451.1%+5.8
Breakable Half Fence88424647.7%+4.9
Open87315635.6%-8.7
Single Wall84453953.6%+8.3
Low Fence83335039.8%-6.1
Full Fence and Open65333250.8%+4.0

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
Walls59344.5%44.7%-0.2
No walls25442.9%44.9%-2.0

Walls against open: +1.9 points (95% range -5.5 to +9.2), p 0.618 — 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

fazz00r (Rank 29)2026/10/18106460.0%
Wonda15426 (Rank 27)2026/10/16103730.0%
yuzu (Rank 26)2026/10/15136746.1%
イチゲン (Rank 30)2026/10/13115645.5%
mitorakujo (Rank 28)2026/09/2898188.9%
しゅが~nsr (Rank 27)2026/09/2893633.3%
エルモchYT★プなれ★ (Rank 29)2026/09/24128466.7%
tamaneen (Rank 26)2026/09/2296366.7%
BANANA (Rank 30)2026/09/1823121152.2%
こて (Rank 27)2026/09/1596366.7%
カミナリおやじ (Rank 29)2026/09/101881044.4%
クロサギ@はなちゃん (Rank 31)2026/09/09124833.3%
鳩男 (Rank 31)2026/09/091331023.1%
fwnd1396 (Rank 30)2026/09/098080.0%
タイヨウ (Rank 32)2026/09/091931615.8%
楽天アキラ (Rank 31)2026/09/09135838.5%
HIROCHILL (Rank 29)2026/09/06102820.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/03125741.7%
allgonnaworkout (Rank 27)2026/08/3194544.4%
be-shedded (Rank 28)2026/08/2995455.6%
CELIS (Rank 28)2026/08/29168850.0%
dalmax72 (Rank 27)2026/08/27118372.7%
nikuzuki (Rank 29)2026/08/19125741.7%
BigBoin (Rank 32)2026/07/0394544.4%
黒シャツ (Rank 30)2026/07/0285362.5%

Round openings

Jacky

Career
4,906–5,414 · 47.5%
This season
976 matches · 44.8%
Peak rank
31

First hit in 41.0% of 3,617 rounds. Won 53.5% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 56.8% of rounds, against 43.7% in their other rounds.
  • Against Goh: moves in first in 34.4% of rounds, against 15.7% against everyone else.
  • After opening the round before by moving in: moves in first in 23.8% of rounds, against 15.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 20.1% of rounds, against 15.5% after anything else.
  • After losing a round: backs off first in 10.1% of rounds, against 7.1% after winning one.
  • In round 1: opens with “9K Double Dragon” in 12.7% of rounds, against 4.4% in their other rounds.
  • Against Shun: opens with “crouch into 2P Squat Straight” in 23.6% of rounds, against 7.5% against everyone else.
  • After winning a round: opens with “crouch into 1K+G Low Spin Kick” in 8.1% of rounds, against 5.5% after losing one.
  • When ahead: opens with “crouch into 1K+G Low Spin Kick” in 8.1% of rounds, against 5.8% when level or behind.

How is this tested?

Dash Hammer Kick66K3078.4%
crouch into Squat Straight2P3018.3%
crouch into Low Spin Kick1K+G2647.3%
Slide Shuffle (Deflect)4P+K+G into High Angle Upper Kick6K2567.0%
Double Dragon9K2346.4%
forward dash into guardG2206.0%
Middle Spin Kick46K+G1905.2%
backward movement into Groin Kick6K+G1754.8%
forward dash into throwP+G1193.3%
Squat Straight2P872.4%
Slide Shuffle (Deflect)4P+K+G into Spinning Back Knuckle4P862.4%
forward dash into Middle Smash6P862.4%
Slant Back Knuckle1P into Rage Kick1PK812.2%
evade down into Dash Hammer Kick66K752.1%
Middle Smash6P601.6%

165 further openings account for the other 1,097 rounds.

Counted from 905 of the 976 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
Akira34–40 · 46%17–17 · 50%-4.3
Jacky25–29 · 46%14–22 · 39%+8.2
Wolf27–39 · 41%5–17 · 23%too few to test
Pai20–13 · 61%11–9 · 55%too few to test
Sarah21–23 · 48%4–6 · 40%too few to test
Aoi15–19 · 44%7–5 · 58%too few to test
Goh14–17 · 45%3–7 · 30%too few to test
Jean12–18 · 40%4–12 · 25%too few to test
Jeffry13–19 · 41%2–9 · 18%too few to test
Shun18–7 · 72%7–5 · 58%too few to test
Lion15–14 · 52%7–4 · 64%too few to test
Lau8–15 · 35%3–5 · 38%too few to test
Kage8–13 · 38%1–4 · 20%too few to test
El Blaze7–10 · 41%2–3 · 40%too few to test
Vanessa3–8 · 27%2–0 · 100%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.

71 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: 9 of 18 tests hold up