VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

WXIII

Career matches2,841
Career win rate56.4%
Round win rate43.8%
Peak rank31
Distinct opponents186
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1383 #2,737 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

Jacky312,8411,6021,23956.4%

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

1,041 of 1,261 rounds counted

5.4 inputs a second (324 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.43241,041

By opponent's character

Akira5.3319165
Wolf5.6335175
Jacky5.6336116
Aoi5.331969
Jean5.231474
Sarah5.331760
Shun5.432650
Brad5.633748
Goh5.432347
Kage5.130430
Jeffry5.734217
Vanessa5.331938
Lion5.231336
El Blaze5.331741
Lau5.332117
Pai5.734026
Taka5.029817
Lei Fei5.23104
Eileen4.82878
Dural6.23703

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

Akira52262650.0%+15.0
Wolf46222447.8%+7.3
Jacky34151944.1%+6.3
Aoi2071335.0%-7.5
Jean2051525.0%-8.8
Sarah1631318.8%-18.3
Shun167943.8%+9.6
Brad158753.3%+22.3
Goh1421214.3%-22.4
Kage1221016.7%-15.2
Jeffry112918.2%-17.7
Vanessa114736.4%-6.8
Lion103730.0%-5.3
El Blaze94544.4%+15.3
Lau72528.6%-7.2
Pai73442.9%+6.7
Taka5050.0%-34.2
Lei Fei3030.0%-25.8
Eileen2020.0%-34.6
Dural1010.0%-38.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Single Wall38122631.6%-7.4
Breakable Half Fence36142238.9%+4.3
Breakable Full Fence3492526.5%-14.1
Rectangle34132138.2%-0.2
Half Fence31161551.6%+19.6
Full Fence2982127.6%-7.8
Low Fence27121544.4%+3.5
Octagon2591636.0%+3.4
Open2481633.3%-6.4
Full Fence and Open178947.1%+11.0

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18936.5%35.8%+0.7
No walls8936.0%39.3%-3.4

Walls against open: +4.1 points (95% range -7.8 to +15.9), p 0.501 — 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

こて (Rank 29)2026/10/1653260.0%
え~る (Rank 27)2026/10/1342250.0%
鳩男 (Rank 32)2026/10/1131233.3%
무파ZeroBlue (Rank 32)2026/09/2631233.3%
fazz00r (Rank 28)2026/09/1842250.0%
SHUSHUSHU (Rank 29)2026/09/0232166.7%
フルメタル (Rank 27)2026/08/2743175.0%
yamaneko (Rank 32)2026/08/274040.0%
M&E (Rank 23)2026/08/2774357.1%
ちょいそる (Rank 28)2026/08/273030.0%
りゅうのすけ (Rank 31)2026/08/2332166.7%
イチゲン (Rank 29)2026/07/3131233.3%
ふぇに (Rank 35)2026/07/2831233.3%
しゅが~nsr (Rank 26)2026/07/2853260.0%
orz (Rank 26)2026/07/2831233.3%
sby (Rank 32)2026/07/27330100.0%
力戦将棋チャンネル (Rank 28)2026/07/2731233.3%
ぺーくんだよ (Rank 32)2026/07/2542250.0%
μ (Rank 26)2026/07/1143175.0%
BANANA (Rank 29)2026/07/1131233.3%
ヘニオ (Rank 32)2026/07/1131233.3%
CELIS (Rank 28)2026/06/1297277.8%
太鼓の別人/TaikoStrike (Rank 31)2026/06/084040.0%
nikuzuki (Rank 27)2026/05/1974357.1%
Nox (Rank 24)2026/04/1931233.3%

Round openings

Jacky

Career
1,602–1,239 · 56.4%
This season
311 matches · 37.0%
Peak rank
31

First hit in 50.5% of 1,163 rounds. Won 47.7% of the rounds they struck first, 41.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 84.0% of rounds, against 46.6% in their other rounds.
  • Against Shun: evades first in 44.6% of rounds, against 13.9% against everyone else.
  • After opening the round before by attacking: backs off first in 31.6% of rounds, against 21.2% after anything else.
  • After losing a round: attacks straight away in 65.0% of rounds, against 25.7% after winning one.
  • When ahead: backs off first in 42.6% of rounds, against 18.3% when level or behind.
  • In round 1: opens with “P punch” in 26.8% of rounds, against 5.1% in their other rounds.
  • Against Goh: opens with “P punch” in 31.9% of rounds, against 9.5% against everyone else.
  • On Rectangle stages: opens with “66K+G Step-in Middle Kick” in 18.8% of rounds, against 6.4% on the other stages.
  • After losing a round: opens with “6P Middle Smash” in 27.2% of rounds, against 8.3% after winning one.
  • When ahead: opens with “backdash into 46K+G Middle Spin Kick” in 16.2% of rounds, against 6.0% when level or behind.

How is this tested?

Middle Smash6P29224.9%
punchP12210.4%
Step-in Middle Kick66K+G917.8%
backdash into Middle Spin Kick46K+G907.7%
evade up into Somersault Kick7K514.3%
Groin Kick6K+G403.4%
guardG393.3%
evade up312.6%
backdash into guardG302.6%
evade up into guardG292.5%
evade up into kickK191.6%
backdash into Long Stride Back Knuckle4P+K171.4%
evade down into guardG171.4%
backdash into Spin Heel Sword4K+G161.4%
evade down141.2%

102 further openings account for the other 274 rounds.

Counted from 287 of the 311 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
Akira16–13 · 55%7–7 · 50%too few to test
Wolf12–14 · 46%8–6 · 57%too few to test
Jacky9–12 · 43%4–3 · 57%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.

24 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 (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: 10 of 15 tests hold up