VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

siroiro_16bit

Career matches16,862
Career win rate52.6%
Round win rate52.2%
Peak rank41
Distinct opponents295
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1866 #204 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

Jacky4116,8628,8677,99552.6%

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

5,675 of 7,278 rounds counted

12.5 inputs a second (748 a minute) this season. Faster than 100% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky12.57485,675

By opponent's character

Jacky12.6755656
Akira13.0781598
Kage12.5752571
Lau12.7759491
Goh12.5750366
Vanessa11.9716340
Shun12.2731294
Lion12.2729301
Brad12.6755273
Pai12.1724232
Jeffry12.3741218
Lei Fei12.5750194
Sarah12.2732203
Wolf12.6754160
El Blaze12.7759195
Taka12.5748194
Aoi12.1728109
Eileen12.3738159
Jean12.6754101
Dural12.776520

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

Jacky2131189555.4%+0.7
Akira2129611645.3%-9.5
Kage157827552.2%-2.8
Lau138647446.4%-2.9
Goh112674559.8%+3.0
Vanessa104574754.8%+5.4
Shun97643366.0%+10.3
Lion93543958.1%+0.4
Brad88444450.0%+0.1
Pai77492863.6%+10.4
Jeffry70393155.7%+0.9
Lei Fei68303844.1%-7.6
Sarah56352162.5%+6.1
Wolf56352162.5%+1.4
El Blaze55312456.4%+0.9
Taka51203139.2%-10.0
Aoi48311764.6%+8.6
Eileen47192840.4%-7.1
Jean37221559.5%+2.0
Dural85362.5%+16.5

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Fence2071198857.5%+4.8
Full Fence20510210349.8%-2.8
Single Wall1891038654.5%-1.2
Open186969051.6%+0.7
Low Fence1851067957.3%+1.0
Rectangle164867852.4%-2.5
Breakable Half Fence161857652.8%-1.0
Half Fence160857553.1%+0.4
Octagon140825858.6%+3.6
Full Fence and Open84434151.2%-2.2

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
Walls1,03753.9%53.5%+0.4
No walls56054.5%54.3%+0.1

Walls against open: +0.2 points (95% range -4.8 to +5.3), p 0.929 — 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

しょべるん (Rank 38)2026/10/181910952.6%
nidaimebannai (Rank 41)2026/10/1852302257.7%
Tokkovanessa_VF (Rank 42)2026/10/1726121446.1%
jinmenusagi (Rank 42)2026/10/173092130.0%
★闘将拉麵男★ (Rank 39)2026/10/171912763.2%
lesser-pram7 (Rank 41)2026/10/161912763.2%
LEEGOSEGA (Rank 39)2026/10/1627141351.9%
やまだ.com (Rank 37)2026/10/16149564.3%
motor_colt61 (Rank 35)2026/10/161512380.0%
ikkyusaaan (Rank 40)2026/10/131910952.6%
defuai (Rank 38)2026/10/1236162044.4%
Gabaso_enemy (Rank 41)2026/10/121651131.2%
super-lowdropman (Rank 38)2026/10/12169756.2%
かえる (Rank 39)2026/10/101981142.1%
타우끼/taukee (Rank 36)2026/10/103224875.0%
poncho (Rank 36)2026/10/0334181652.9%
ankocat2 (Rank 37)2026/09/28189950.0%
jikacho-Gigas (Rank 42)2026/09/1139172243.6%
ハティーン (Rank 41)2026/07/051541126.7%
GP (Rank 40)2026/07/0526121446.1%
interceptor (Rank 39)2026/06/2973353848.0%
ふかふか (Rank 37)2026/06/2089553461.8%
テクノモデル (Rank 36)2026/06/1962461674.2%
KumadaP (Rank 36)2026/05/262821775.0%
メツリュウ (Rank 42)2026/05/2425101540.0%

Round openings

Jacky

Career
8,867–7,995 · 52.6%
This season
1,787 matches · 53.8%
Peak rank
41

First hit in 51.8% of 5,828 rounds. Won 55.2% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 44.6% of rounds, against 31.9% in their other rounds.
  • Against Akira: waits first in 17.6% of rounds, against 5.6% against everyone else.
  • After opening the round before by moving in: backs off first in 43.3% of rounds, against 36.2% after anything else.
  • After losing a round: moves in first in 21.8% of rounds, against 16.2% after winning one.
  • When ahead: attacks straight away in 36.0% of rounds, against 28.6% when level or behind.
  • After being hit first in the round before: evades first in 3.6% of rounds, against 3.0% after landing the first hit.
  • In round 4 or later: opens with “crouch into 2P Squat Straight” in 7.6% of rounds, against 4.6% in their other rounds.
  • Against Akira: opens with “crouch into 2P Squat Straight” in 17.0% of rounds, against 3.7% against everyone else.
  • After losing a round: opens with “backdash into evade up” in 10.0% of rounds, against 4.0% after winning one.
  • When behind: opens with “backdash into evade up” in 10.5% of rounds, against 4.9% when ahead or level.

How is this tested?

backdash into evade up3626.2%
forward movement into punchP3496.0%
Middle Smash6P into Double Spinning KickKK3245.5%
backward movement into Beat KnuckleP+K3165.4%
crouch into Squat Straight2P3165.4%
Step-in Middle Kick66K+G2824.8%
backward movement into Slant Back Knuckle1P2804.8%
Dash Hammer Kick66K2414.1%
Middle Smash6P2344.0%
crouch dash forward into throw escape1753.0%
forward dash into Low Spin Kick1K+G1532.6%
backdash into Spin Heel Sword4K+G1422.4%
Middle Spin Kick46K+G into Spinning KickK+G1412.4%
Middle Smash6P into crouch dash forward1172.0%
backdash into throw escape1041.8%

273 further openings account for the other 2,331 rounds.

Counted from 1,435 of the 1,787 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
Jacky61–50 · 55%40–26 · 61%-4.6
Akira35–62 · 36%29–29 · 50%-10.7
Kage40–32 · 56%30–25 · 55%-2.8
Lau38–39 · 49%18–23 · 44%+9.1
Shun30–14 · 68%14–11 · 56%too few to test
Vanessa20–23 · 47%16–8 · 67%too few to test
Lion29–26 · 53%12–5 · 71%too few to test
Brad27–23 · 54%2–5 · 29%too few to test
Goh22–12 · 65%19–11 · 63%too few to test
Lei Fei14–12 · 54%9–8 · 53%too few to test
Pai24–11 · 69%10–4 · 71%too few to test
Jeffry14–16 · 47%12–7 · 63%too few to test
Wolf19–12 · 61%8–3 · 73%too few to test
Eileen14–16 · 47%3–10 · 23%too few to test
Jean12–8 · 60%5–5 · 50%too few to test
Aoi11–8 · 58%7–3 · 70%too few to test
Sarah10–4 · 71%12–9 · 57%too few to test
El Blaze12–7 · 63%3–5 · 38%too few to test
Taka9–9 · 50%1–7 · 12%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.

352 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: 10 of 18 tests hold up