VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

KY-KEY

Career matches1,191
Career win rate47.5%
Round win rate46.0%
Peak rank25
Distinct opponents84
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1320 #3,040 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

Jacky251,19156662547.5%

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

616 of 813 rounds counted

6.2 inputs a second (375 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.2375616

By opponent's character

Akira6.2369141
Jacky6.237593
Lau6.337977
Pai6.438371
Wolf6.338137
Goh6.438610
Aoi6.639929
Sarah6.036335
Jean6.237115
Lion6.538925
El Blaze6.438511
Jeffry5.633811
Kage6.136520
Eileen6.136517
Shun5.53313
Lei Fei5.83477
Taka6.13689
Vanessa6.33805

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

Akira43222151.2%+0.1
Jacky27131448.1%+10.9
Lau2091145.0%+0.8
Pai1911857.9%+16.9
Wolf156940.0%+4.3
Goh145935.7%-0.8
Aoi105550.0%-6.3
Sarah93633.3%-11.1
Jean73442.9%-4.1
Lion72528.6%-16.5
El Blaze62433.3%-5.8
Jeffry63350.0%-8.7
Kage5050.0%-41.8
Eileen43175.0%+37.7
Shun31233.3%-12.4
Lei Fei2020.0%-53.0
Taka21150.0%+2.1
Vanessa1010.0%-39.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Half Fence31181358.1%+13.0
Half Fence2471729.2%-19.6
Breakable Full Fence2112957.1%+12.1
Low Fence2113861.9%+20.4
Octagon2112957.1%+5.7
Rectangle2071335.0%-5.9
Full Fence1951426.3%-11.9
Open1651131.2%-16.8
Full Fence and Open116554.5%+13.9
Single Wall72528.6%-17.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13644.9%45.2%-0.4
No walls4445.5%45.0%+0.5

Walls against open: -0.8 points (95% range -17.2 to +15.5), p 0.919 — 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

Tissue (Rank 26)2026/09/0962433.3%
委員ちょ (Rank 21)2026/09/0932166.7%
potimaru1059 (Rank 21)2026/09/0353260.0%
yasai (Rank 24)2026/09/0231233.3%
ねこ吉 (Rank 23)2026/08/3142250.0%
mokoha_jean (Rank 22)2026/08/3131233.3%
とかげ (Rank 23)2026/08/313030.0%
安全パイ (Rank 24)2026/08/3196366.7%
エルモchYT★プなれ★ (Rank 26)2026/08/3163350.0%
胃弱 (Rank 24)2026/08/3131233.3%
スタンプジャンパー (Rank 21)2026/08/2954180.0%
DDaDDai (Rank 27)2026/08/294040.0%
Jyuryoku_Eileen (Rank 25)2026/08/2943175.0%
hapiken (Rank 25)2026/08/2742250.0%
a39611619 (Rank 21)2026/06/30440100.0%
Might小麥豆漿 (Rank 22)2026/06/3065183.3%
ttfour@サラしかできないw (Rank 23)2026/06/3031233.3%
omuretukun (Rank 23)2026/06/2993633.3%
Konjikinoame (Rank 26)2026/06/2952340.0%
Garuyan (Rank 25)2026/06/295050.0%
xXsoul-childXx (Rank 24)2026/06/2943175.0%
すずもも (Rank 21)2026/05/05330100.0%
uns/em (Rank 23)2026/04/0373442.9%
紫荆一头牛 (Rank 22)2026/03/3041325.0%
totoronooheso (Rank 21)2026/03/28330100.0%

Round openings

Jacky

Career
566–625 · 47.5%
This season
200 matches · 44.5%
Peak rank
25

First hit in 48.1% of 807 rounds. Won 52.8% of the rounds they struck first, 39.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 91.5% of rounds, against 73.9% in their other rounds.
  • Against Pai: backs off first in 38.0% of rounds, against 17.4% against everyone else.
  • On Full Fence and Open stages: backs off first in 38.1% of rounds, against 18.2% on the other stages.
  • After losing a round: backs off first in 28.8% of rounds, against 16.5% after winning one.
  • In round 1: opens with “P punch into PK Punch High Kick” in 21.0% of rounds, against 9.3% in their other rounds.

How is this tested?

punchP into Punch High KickPK9912.2%
Spinning Back Knuckle4P into Double Back Knuckle4PP8310.2%
Slant Back Knuckle1P into backward movement587.1%
punchP into Jab StraightPP475.8%
backdash into Spin Heel Sword4K+G394.8%
backdash into Beat Spin KickP+KK364.4%
Low Spin Kick1K+G354.3%
Middle Smash6P303.7%
Jab StraightPP into Jab Double StraightPPP273.3%
Slant Back Knuckle1P263.2%
backdash into Long Stride Back Knuckle4P+K243.0%
Slant Back Knuckle1P into Rage Kick1PK182.2%
backdash into Beat & Back KnuckleP+KP162.0%
punchP into Standing Knee Kick Combo4KK151.8%
Slant Back Knuckle1P into backdash141.7%

90 further openings account for the other 247 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–18 · 45%6–3 · 67%too few to test
Jacky9–9 · 50%4–0 · 100%too few to test
Lau7–5 · 58%0–3 · 0%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.

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: 5 of 15 tests hold up