VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

Estark0301

Career matches3,058
Career win rate51.7%
Round win rate50.3%
Peak rank39
Distinct opponents220
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1664 #978 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

Jacky393,0581,5811,47751.7%

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

2,980 of 2,980 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.24342,980

By opponent's character

Jacky7.2430326
Sarah7.0421263
Shun7.5448233
Lau7.3441216
Akira7.6456190
Lion7.2432190
Goh7.6454176
Kage7.0418185
Vanessa7.0418164
Taka6.8406161
Aoi7.5451159
Brad7.1426128
Jeffry7.7460131
Jean6.9413118
Pai7.142699
Wolf7.545096
El Blaze7.243483
Eileen6.337835
Dural7.947117
Lei Fei7.142410

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

Jacky81493260.5%+4.1
Sarah64323250.0%-1.2
Shun58292950.0%+2.2
Lau51232845.1%-6.2
Akira46192741.3%-4.9
Lion46242252.2%+2.5
Goh44281663.6%+8.3
Kage44212347.7%-2.3
Vanessa41251661.0%+9.0
Taka40162440.0%-6.8
Aoi38271171.0%+19.8
Brad32161650.0%-1.6
Jeffry31161551.6%-3.5
Jean30181260.0%+2.5
Pai26121446.1%-0.2
Wolf2461825.0%-24.3
El Blaze2371630.4%-13.7
Eileen94544.4%-3.3
Dural42250.0%-0.1
Lei Fei31233.3%-3.8

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

Full Fence85463954.1%+2.6
Single Wall83325138.5%-13.2
Breakable Half Fence79433654.4%+6.7
Octagon79433654.4%+4.3
Breakable Full Fence77433455.8%+4.8
Open76403652.6%+0.3
Rectangle74413355.4%+3.7
Low Fence72363650.0%-3.5
Half Fence55203536.4%-11.7
Full Fence and Open1991047.4%-6.7

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
Walls44952.6%50.4%+2.1
No walls23146.8%51.9%-5.1

Walls against open: +7.2 points (95% range -0.7 to +15.2), p 0.073 — 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

expensive-sand (Rank 40)2026/09/14135838.5%
Umemon2026 (Rank 36)2026/09/1498188.9%
★闘将拉麵男★ (Rank 41)2026/09/1425121348.0%
kzkm92678 (Rank 37)2026/09/06116554.5%
かえる (Rank 38)2026/08/31137653.9%
RUSH (Rank 37)2026/08/31104640.0%
rocku (Rank 41)2026/08/3083537.5%
いくお (Rank 41)2026/08/3094544.4%
ぶーん (Rank 33)2026/08/3073442.9%
へにほに (Rank 36)2026/08/29116554.5%
ドランクン//Konpay (Rank 38)2026/08/29115645.5%
うるヲ参拾 (Rank 38)2026/08/29147750.0%
ダンプよっし~2.0 (Rank 38)2026/08/291331023.1%
jinmenusagi (Rank 42)2026/08/2972528.6%
B軍団 (Rank 35)2026/08/2885362.5%
cyomiko (Rank 40)2026/08/2771614.3%
究極無敵 (Rank 38)2026/08/241611568.8%
ゲッパー (Rank 38)2026/08/23148657.1%
タピる。 (Rank 36)2026/07/2985362.5%
ぶひっサ (Rank 37)2026/07/2975271.4%
interceptor (Rank 40)2026/07/2983537.5%
デネ (Rank 41)2026/07/2873442.9%
aona (Rank 35)2026/07/2782625.0%
影虎 (Rank 33)2026/07/2776185.7%
参富和麻美 (Rank 39)2026/07/2573442.9%

Round openings

Jacky

Career
1,581–1,477 · 51.7%
This season
735 matches · 51.0%
Peak rank
39

First hit in 46.2% of 2,974 rounds. Won 54.8% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 25.6% of rounds, against 15.9% in their other rounds.
  • Against Shun: waits first in 36.1% of rounds, against 7.7% against everyone else.
  • After opening the round before by waiting: waits first in 21.1% of rounds, against 8.5% after anything else.
  • After winning a round: backs off first in 36.0% of rounds, against 16.4% after losing one.
  • When ahead: backs off first in 33.8% of rounds, against 20.6% when level or behind.
  • In round 1: opens with “backward movement into 4K+G Spin Heel Sword” in 7.1% of rounds, against 3.4% in their other rounds.
  • Against Goh: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 10.8% of rounds, against 2.9% against everyone else.
  • On Half Fence stages: opens with “evade down into 66K Dash Hammer Kick” in 6.4% of rounds, against 2.8% on the other stages.
  • After losing a round: opens with “forward movement into P punch” in 8.6% of rounds, against 4.0% after winning one.
  • When ahead: opens with “backward movement” in 4.0% of rounds, against 1.5% when level or behind.

How is this tested?

forward movement into punchP1464.9%
backward movement into Spin Heel Sword4K+G1294.3%
Dash Hammer Kick66K into High Angle Upper Kick6K1013.4%
backward movement913.0%
evade down into Dash Hammer Kick66K913.0%
forward movement into Punch High KickPK862.9%
backward movement into throw escape842.8%
Slant Back Knuckle1P762.5%
punchP into Punch High KickPK762.5%
backward movement into Middle Kick3K722.4%
Spinning Kick Turn44K into Standing Knee Kick Combo4KK672.2%
Middle Smash6P561.9%
evade up into Spin Heel Sword4K+G551.9%
backward movement into Slant Back Knuckle1P531.8%
Slide Shuffle (Deflect)4P+K+G451.5%

288 further openings account for the other 1,753 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky31–17 · 65%14–10 · 58%too few to test
Sarah15–17 · 47%13–10 · 57%too few to test
Shun24–18 · 57%3–9 · 25%too few to test
Lau15–21 · 42%8–7 · 53%too few to test
Akira12–22 · 35%7–4 · 64%too few to test
Lion17–12 · 59%7–9 · 44%too few to test
Goh16–6 · 73%5–9 · 36%too few to test
Kage11–15 · 42%6–7 · 46%too few to test
Vanessa14–7 · 67%8–7 · 53%too few to test
Taka11–16 · 41%2–7 · 22%too few to test
Aoi17–5 · 77%10–6 · 62%too few to test
Brad8–7 · 53%6–6 · 50%too few to test
Jeffry9–7 · 56%7–8 · 47%too few to test
Jean15–8 · 65%1–3 · 25%too few to test
Pai6–8 · 43%6–6 · 50%too few to test
Wolf5–13 · 28%1–5 · 17%too few to test
El Blaze5–10 · 33%2–5 · 29%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 (17 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: 10 of 17 tests hold up