VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Emperor

Career matches304
Career win rate64.5%
Round win rate56.1%
Peak rank30
Distinct opponents27
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1627 #1,182 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

Jacky3030419610864.5%

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

208 of 271 rounds counted

7.0 inputs a second (423 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.0423208

By opponent's character

Goh6.840963
Akira7.041853
Jeffry7.142839
Pai7.94763
El Blaze7.444510
Wolf8.45047
Shun7.041813
Aoi6.84097
Lion7.24329
Jacky7.34404

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

Goh1610662.5%+0.8
Akira127558.3%-2.5
Jeffry117463.6%-1.7
Pai65183.3%+18.5
El Blaze43175.0%+7.9
Wolf43175.0%-0.7
Shun3030.0%-70.3
Aoi2020.0%-74.9
Kage220100.0%+21.2
Lau220100.0%+28.6
Lion220100.0%+52.4
Jacky110100.0%+12.4
Jean110100.0%+40.0

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

Single Wall169756.2%-9.9
Low Fence128466.7%-1.7
Half Fence87187.5%+23.4
Breakable Full Fence65183.3%+18.5
Full Fence64266.7%+8.8
Octagon64266.7%-3.4
Rectangle53260.0%+0.6
Open31233.3%-38.6
Full Fence and Open2020.0%-58.0

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
Walls3174.2%64.6%+9.6
No walls3158.1%66.0%-8.0

Walls against open: +17.6 points (95% range -6.8 to +42.0), p 0.157 — 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

windowkhs (Rank 29)2026/10/1165183.3%
twinsshine (Rank 27)2026/10/11110100.0%
jiwoonpk (Rank 34)2026/09/26220100.0%
무파ZeroBlue (Rank 28)2026/09/2631233.3%
rocketopunch (Rank 32)2026/09/26105550.0%
Sinabro (Rank 30)2026/09/26330100.0%
ASSERT(m_pThink); (Rank 22)2026/09/26110100.0%
nanbara (Rank 37)2026/09/2621150.0%
yoshi21cc (Rank 28)2026/09/261010.0%
あぶらこ (Rank 28)2026/09/262020.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/26220100.0%
Masquenada (Rank 32)2026/07/191010.0%
juste (Rank 27)2026/07/19110100.0%
無槪念野獸/무개념야수 (Rank 27)2026/07/0943175.0%
こて (Rank 25)2026/07/09220100.0%
orz (Rank 29)2026/07/07220100.0%
소롱 (Rank 27)2026/06/151010.0%
elf4sale (Rank 30)2026/06/0452340.0%
1FNOPLAYSORRY (Rank 33)2026/06/0431233.3%
eastrun (Rank 27)2026/04/30220100.0%
sby (Rank 29)2026/04/26110100.0%
ベギラゴン先輩 (Rank 26)2026/04/26110100.0%
jinjin (Rank 27)2026/04/2654180.0%
bruce985283 (Rank 24)2026/04/23220100.0%
まぼ (Rank 29)2026/04/231010.0%

Round openings

Jacky

Career
196–108 · 64.5%
This season
66 matches · 65.2%
Peak rank
30

First hit in 45.0% of 251 rounds. Won 58.4% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K9136.1%
crouch into Low Spin Kick1K+G259.9%
Groin Kick6K+G197.5%
Middle Smash6P93.6%
Step-in Middle Kick66K+G83.2%
crouch dash forward into Smash Straight3P83.2%
Long Stride Back Knuckle4P+K62.4%
backward movement into Groin Kick6K+G52.0%
crouch dash back into Dragon Combination 11P+K52.0%
crouch dash forward into Smash Straight Jab3PP52.0%
Dash Hammer Kick66K into High Angle Upper Kick6K41.6%
Standing Knee Kick4K41.6%
Dash Hammer Kick66K into forward dash31.2%
crouch dash back into Beat KnuckleP+K31.2%
crouch dash back into Groin Kick6K+G31.2%

46 further openings account for the other 54 rounds.

Counted from 61 of the 66 matches played. The rest were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)