VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Jacky

cs2skoda

Career matches17,664
Career win rate38.0%
Round win rate47.7%
Peak rank25
Distinct opponents483
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1324 #3,030 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

Jacky2517,6646,70310,96138.0%

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

5,533 of 6,850 rounds counted

5.9 inputs a second (356 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.93565,533

By opponent's character

Akira6.0360631
Jacky6.0363551
Pai5.7343458
Aoi5.9352377
Sarah6.0361385
Shun6.0363347
Wolf6.6399333
Jeffry6.2375282
Kage5.8345327
Lion5.7344295
Lau5.8348274
Goh6.0357222
El Blaze5.8347177
Brad6.0357188
Vanessa5.6337143
Taka6.2370156
Eileen5.633587
Lei Fei5.5329113
Jean5.432776
Dural5.6338111

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

Akira187988952.4%+8.1
Jacky164659939.6%-3.1
Pai137726552.5%+10.0
Aoi136706651.5%+4.3
Sarah111555649.5%+0.9
Shun106466043.4%-2.5
Wolf103386536.9%-6.1
Jeffry93444947.3%+2.3
Kage90315934.4%-17.7
Lion89454450.6%+3.7
Lau86444251.2%+5.6
Goh72244833.3%-9.0
El Blaze53173632.1%-12.2
Brad51312060.8%+12.4
Vanessa50183236.0%-8.1
Taka45153033.3%-9.3
Eileen39182146.1%-0.1
Lei Fei37211656.8%+6.6
Jean30121840.0%-4.9
Dural27111640.7%-2.1

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Breakable Full Fence2109111943.3%+0.5
Breakable Half Fence2079311444.9%+1.3
Open1767110540.3%-3.8
Rectangle170779345.3%+0.1
Low Fence166778946.4%+1.1
Octagon164808448.8%+1.4
Single Wall159827751.6%+4.0
Full Fence147786953.1%+6.3
Half Fence144648044.4%-2.5
Full Fence and Open88315735.2%-9.8

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
Walls1,04246.4%45.3%+1.0
No walls50145.9%45.6%+0.3

Walls against open: +0.7 points (95% range -4.9 to +6.4), p 0.801 — 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

sakana5106 (Rank 24)2026/10/181861233.3%
chimichama (Rank 22)2026/10/161910952.6%
ありがとナス (Rank 22)2026/10/16145935.7%
zxyzguy (Rank 26)2026/10/161541126.7%
clear-success03 (Rank 22)2026/10/16114736.4%
omuretukun (Rank 25)2026/10/151413192.9%
golden_r634 (Rank 23)2026/10/101711664.7%
dalmax72 (Rank 21)2026/10/1023131056.5%
osAnKIRA (Rank 21)2026/10/09115645.5%
neco (Rank 23)2026/10/09126650.0%
osaka_mouko4649 (Rank 24)2026/10/091710758.8%
HOO (Rank 21)2026/10/061211191.7%
kota_mofumofu (Rank 22)2026/10/03116554.5%
tsuna-sand274 (Rank 27)2026/10/021441028.6%
O.J.A (Rank 21)2026/10/021211191.7%
たかティン (Rank 23)2026/09/302116576.2%
haohwhite (Rank 25)2026/09/182011955.0%
K.K.カブキモノ (Rank 22)2026/09/18139469.2%
G.S (Rank 22)2026/09/151912763.2%
カプリッチョ (Rank 26)2026/09/131821611.1%
ZANNEN-TAKUHAN (Rank 26)2026/09/12146842.9%
burnersan (Rank 24)2026/09/09115645.5%
jackgnhang (Rank 26)2026/09/06100100.0%
你是来拉屎的吗 (Rank 22)2026/09/0526131350.0%
TaKaArAsHi573 (Rank 27)2026/06/201421214.3%

Round openings

Jacky

Career
6,703–10,961 · 38.0%
This season
1,706 matches · 45.4%
Peak rank
25

First hit in 47.3% of 6,033 rounds. Won 50.3% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.0% of rounds, against 5.0% in their other rounds.
  • Against Sarah: backs off first in 40.7% of rounds, against 25.9% against everyone else.
  • After opening the round before by waiting: waits first in 10.9% of rounds, against 4.3% after anything else.
  • After losing a round: attacks straight away in 54.5% of rounds, against 37.9% after winning one.
  • When behind: attacks straight away in 51.1% of rounds, against 42.0% when ahead or level.
  • In round 1: opens with “backdash into G guard” in 16.4% of rounds, against 10.9% in their other rounds.
  • Against Pai: opens with “backdash into G guard” in 19.8% of rounds, against 11.7% against everyone else.
  • On Rectangle stages: opens with “P punch into PP Jab Straight” in 10.0% of rounds, against 3.9% on the other stages.
  • After losing a round: opens with “6PP Middle Smash Back Knuckle into 6PPK Middle Back Knuckle Spin” in 11.2% of rounds, against 4.0% after winning one.
  • When behind: opens with “6PP Middle Smash Back Knuckle into 6PPK Middle Back Knuckle Spin” in 10.3% of rounds, against 5.6% when ahead or level.
  • After being hit first in the round before: opens with “P punch into PP Jab Straight” in 6.0% of rounds, against 4.7% after landing the first hit.

How is this tested?

backdash into guardG74912.3%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK4487.4%
Slant Back Knuckle1P3726.1%
punchP into Jab StraightPP2764.5%
Dragon Combination 11P+K2544.2%
guardG2183.6%
evade down1853.0%
backdash into Spin Heel Sword4K+G1632.7%
punchP1422.3%
evade up1332.2%
Middle Smash6P into Middle Smash Back Knuckle6PP1252.0%
backdash into backward movement1252.0%
Dash Hammer Kick66K1071.8%
evade down into guardG1011.7%
backdash into Slant Back Knuckle1P931.5%

339 further openings account for the other 2,597 rounds.

Counted from 1,516 of the 1,706 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
Akira64–53 · 55%23–30 · 43%+14.0
Jacky36–47 · 43%23–40 · 37%+5.7
Aoi41–37 · 53%16–8 · 67%too few to test
Pai31–30 · 51%22–12 · 65%-8.5
Sarah30–26 · 54%18–15 · 55%-3.7
Shun31–29 · 52%11–18 · 38%too few to test
Jeffry30–34 · 47%7–12 · 37%too few to test
Wolf17–31 · 35%10–13 · 43%too few to test
Lau21–22 · 49%14–7 · 67%too few to test
Kage13–37 · 26%7–11 · 39%too few to test
Lion22–21 · 51%8–10 · 44%too few to test
Goh9–14 · 39%7–21 · 25%too few to test
El Blaze10–23 · 30%3–7 · 30%too few to test
Brad16–10 · 62%8–6 · 57%too few to test
Taka11–22 · 33%2–8 · 20%too few to test
Vanessa9–19 · 32%7–7 · 50%too few to test
Lei Fei12–9 · 57%6–6 · 50%too few to test
Eileen8–10 · 44%7–7 · 50%too few to test
Jean8–12 · 40%4–4 · 50%too few to test
Dural7–10 · 41%1–1 · 50%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.

190 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: 11 of 18 tests hold up