VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

supersanic456

Career matches917
Career win rate47.1%
Round win rate46.3%
Peak rank28
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1468 #2,219 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

Jacky2891743248547.1%

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

967 of 967 rounds counted

8.3 inputs a second (496 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.3496967

By opponent's character

Pai8.4504190
Lei Fei8.0479133
Sarah8.2492125
Shun8.0482112
Lau8.551071
Kage8.148859
Akira8.450446
Brad8.450753
Aoi8.853033
Jacky7.947432
Jean8.752124
Lion8.953519
Vanessa8.651420
Jeffry8.551118
Eileen8.75198
El Blaze7.34396
Goh8.55088
Wolf7.846810

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

Pai45242153.3%+2.4
Lei Fei33181554.5%+16.7
Sarah31171454.8%+8.2
Shun28101835.7%-6.7
Lau1751229.4%-9.4
Kage146842.9%+2.0
Akira1221016.7%-25.3
Brad126650.0%+3.7
Aoi84450.0%+0.4
Jacky8080.0%-31.8
Jean73442.9%-14.4
Lion51420.0%-15.4
Vanessa51420.0%-8.0
Jeffry42250.0%+10.0
Eileen220100.0%+6.3
El Blaze2020.0%-18.4
Goh220100.0%+54.0
Wolf220100.0%+42.0

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

Breakable Full Fence33132039.4%-2.5
Low Fence30171356.7%+16.6
Breakable Half Fence2762122.2%-19.1
Octagon2781929.6%-16.7
Rectangle2791833.3%-9.3
Open23121152.2%+9.8
Full Fence2012860.0%+5.2
Single Wall1812666.7%+25.6
Full Fence and Open157846.7%-3.3
Half Fence125741.7%-13.8

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14636.3%44.6%-8.3
No walls7157.7%42.8%+15.0

Walls against open: -23.3 points (95% range -39.0 to -7.5), p 0.004 — a difference this size is unlikely to be chance.

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

ShooterMcJacky (Rank 31)2026/10/184040.0%
fivey70 (Rank 27)2026/10/1824131154.2%
LethalLegendK (Rank 30)2026/10/1682625.0%
brothaman13 (Rank 29)2026/10/1652340.0%
S_C_H_T_O_M_P (Rank 26)2026/10/1552340.0%
DatDemo (Rank 29)2026/10/1585362.5%
ulilb1ckard (Rank 26)2026/10/1551420.0%
Kungfuhustle99 (Rank 29)2026/10/15115645.5%
CraftierNut (Rank 27)2026/10/13107370.0%
leefung._ (Rank 31)2026/10/0431233.3%
redmsked (Rank 24)2026/10/044040.0%
Datboyches_TTV (Rank 28)2026/10/0495455.6%
Keris (Rank 26)2026/10/0376185.7%
LilLag808 (Rank 27)2026/10/0342250.0%
agprincess (Rank 30)2026/10/0382625.0%
PeliaDoorKarazteco (Rank 28)2026/10/0252340.0%
GamesoftRobo (Rank 29)2026/10/0271614.3%
u_madNES (Rank 24)2026/09/0773442.9%
NoOneSpecific (Rank 30)2026/09/0751420.0%
VectorMan- (Rank 32)2026/09/0751420.0%
BillCutting0666 (Rank 23)2026/08/3132166.7%
KageMaru10g (Rank 25)2026/08/3174357.1%
󠀡󠀡 (Rank 25)2026/08/3042250.0%
Based_Ganja (Rank 30)2026/08/304040.0%
JimmyBiscuits (Rank 30)2026/08/224040.0%

Round openings

Jacky

Career
432–485 · 47.1%
This season
237 matches · 44.3%
Peak rank
28

First hit in 46.0% of 711 rounds. Won 47.4% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • Against Shun: waits first in 17.4% of rounds, against 4.7% against everyone else.

How is this tested?

Lightning Kick 12K+G into Lightning Kick 22K+GK679.4%
evade up517.2%
backdash into Spin Heel Sword4K+G446.2%
Middle Smash6P385.3%
Lightning Kick 12K+G344.8%
crouch dash forward into evade down283.9%
crouch into Squat Straight2P202.8%
evade down into guardG182.5%
backdash into Long Stride Back Knuckle4P+K162.2%
punchP into Punch High KickPK162.2%
evade up into Spin Heel Sword4K+G152.1%
Groin Kick6K+G142.0%
backdash into High Angle Upper Kick6K121.7%
guardG121.7%
Middle Smash6P into backward movement111.5%

115 further openings account for the other 317 rounds.

Counted from 177 of the 237 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
Lei Fei9–10 · 47%9–3 · 75%too few to test
Sarah3–8 · 27%6–5 · 55%too few to test
Pai5–6 · 45%6–3 · 67%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.

60 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: 1 of 15 tests hold up