VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

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  • Jeffry
Career matches221
Career win rate71.5%
Round win rate55.2%
Peak rank29
Distinct opponents10
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1520 Not ranked yet: the list needs 50 matches. See 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

Jacky292071456270.0%
Jeffry231413192.9%

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

49 of 87 rounds counted

9.7 inputs a second (579 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky9.757949

By opponent's character

Sarah9.557211
Wolf9.657716
Akira9.55709
Jean9.959613

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

Eileen42250.0%-6.2
Sarah42250.0%-19.8
Wolf440100.0%+51.8
Akira31233.3%-27.3
Jean31233.3%-31.3
Lei Fei21150.0%-2.8
Shun110100.0%+46.9
Taka110100.0%+29.2

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

Half Fence62433.3%-35.7
Low Fence65183.3%+37.6
Breakable Full Fence31233.3%-31.3
Breakable Half Fence330100.0%+53.9
Full Fence2020.0%-63.4
Octagon110100.0%+21.1
Rectangle110100.0%+29.2

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
Walls1650.0%60.3%-10.3
No walls683.3%55.9%+27.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

NORESPECT (Rank 32)2026/06/192020.0%
xXsoul-childXx (Rank 29)2026/06/1931233.3%
orz (Rank 29)2026/06/19440100.0%
BANANA (Rank 28)2026/06/1931233.3%
いとー (Rank 29)2026/04/3042250.0%
michinoku1ritabi (Rank 24)2026/04/30110100.0%
zoniX (Rank 29)2026/04/3021150.0%
フォアグラ (Rank 24)2026/04/30110100.0%
CHASER (Rank 20)2026/04/30110100.0%
dalmax72 (Rank 21)2026/04/30110100.0%

Round openings

Every character

forward dash into Low Spin Kick1K+G66.9%
backdash into Spin Heel Sword4K+G55.8%
evade up55.8%
Jab StraightPP into Jab Double StraightPPP44.6%
Dash Hammer Kick66K into High Angle Upper Kick6K33.5%
backdash into Long Stride Back Knuckle4P+K33.5%
backdash into Slide Shuffle (Deflect)4P+K+G33.5%
backdash into crouch dash forward33.5%
backdash into evade down33.5%
Dragon Combination 11P+K into Dragon Combination 21P+KP22.3%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K22.3%
Spinning Back Knuckle4P into Double Back Knuckle4PP22.3%
backdash into Step-in Middle Kick66K+G22.3%
backdash into throwP+G22.3%
forward dash into evade down22.3%

40 further openings account for the other 40 rounds.

Jacky

Career
145–62 · 70.0%
This season
19 matches · 52.6%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Low Spin Kick1K+G67.7%
backdash into Spin Heel Sword4K+G56.4%
evade up56.4%
Jab StraightPP into Jab Double StraightPPP45.1%
Dash Hammer Kick66K into High Angle Upper Kick6K33.9%
backdash into Long Stride Back Knuckle4P+K33.9%
backdash into Slide Shuffle (Deflect)4P+K+G33.9%
backdash into crouch dash forward33.9%
Dragon Combination 11P+K into Dragon Combination 21P+KP22.6%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K22.6%
Spinning Back Knuckle4P into Double Back Knuckle4PP22.6%
backdash into Step-in Middle Kick66K+G22.6%
backdash into evade down22.6%
backdash into throwP+G22.6%
Groin Kick6K+G11.3%

33 further openings account for the other 33 rounds.

Jeffry

Career
13–1 · 92.9%
This season
3 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Double KnucklePP into Double Knuckle~UpperPPP111.1%
Scoop Kick4K+G111.1%
backdash into Megaton Knuckle43P+K111.1%
backdash into Tsunami Beat3K+G111.1%
backdash into evade down111.1%
forward dash into Ducking Low2K+G111.1%
forward dash into evade down111.1%
forward dash into throwP+G111.1%
punchP into Double KnucklePP111.1%

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)
  • Jeffry: not tested (too few rounds)