VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

*ふゆもえ

  • Akira
Career matches3,647
Career win rate24.3%
Round win rate40.9%
Peak rank23
Distinct opponents122
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1236 #3,344 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

Jacky233,3238312,49225.0%
Akira153245626817.3%

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

773 of 1,254 rounds counted

6.6 inputs a second (394 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.6394773

By opponent's character

Akira6.438482
Aoi6.337881
Jacky6.941476
Goh6.841167
Lion6.840968
El Blaze6.941233
Sarah6.739954
Brad6.438231
Lau5.734320
Shun6.438649
Vanessa6.036245
Jean6.538835
Wolf6.740118
Jeffry6.136715
Pai6.337727
Taka7.142537
Kage7.444116
Lei Fei6.036012
Eileen7.04187

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

Akira45192642.2%+10.7
Aoi43162737.2%+1.9
Jacky25101540.0%+6.7
Goh2151623.8%-6.3
Lion1941521.1%-9.9
El Blaze1631318.8%-20.8
Sarah1661037.5%-12.0
Brad1551033.3%-1.7
Lau158753.3%+23.1
Shun156940.0%+2.0
Vanessa1531220.0%-14.0
Jean1331023.1%-4.0
Wolf135838.5%+6.6
Jeffry123925.0%-5.7
Pai126650.0%+21.6
Taka93633.3%-5.3
Kage61516.7%-28.7
Lei Fei32166.7%+21.8
Eileen2020.0%-19.9

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.

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

Octagon43162737.2%+1.2
Single Wall43232053.5%+21.5
Half Fence41122929.3%-2.9
Rectangle32131940.6%+8.3
Breakable Full Fence2891932.1%+2.1
Full Fence2862221.4%-15.6
Low Fence28101835.7%+0.4
Open2151623.8%-10.2
Full Fence and Open1861233.3%-5.2
Breakable Half Fence1731417.6%-19.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18931.2%33.8%-2.6
No walls9241.3%34.7%+6.6

Walls against open: -9.2 points (95% range -21.2 to +3.0), p 0.138 — 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

yoshiyuki_matsu (Rank 22)2026/10/1352340.0%
サーちゃん (Rank 21)2026/10/1342250.0%
clear-success03 (Rank 24)2026/10/134040.0%
y-ike555 (Rank 23)2026/09/2993633.3%
IYO-no-okazu (Rank 21)2026/09/2261516.7%
トローリロートル (Rank 21)2026/09/2283537.5%
破軍恩 (Rank 19)2026/09/1652340.0%
pirozhkovich (Rank 24)2026/09/1593633.3%
はち割れ・練習中 (Rank 25)2026/09/1551420.0%
EDO-and-EIN (Rank 21)2026/09/0952340.0%
yoshi21cc (Rank 24)2026/09/0963350.0%
sukapuri (Rank 22)2026/09/0951420.0%
yoshino_takekoma (Rank 21)2026/08/2541325.0%
jackgnhang (Rank 11)2026/08/2551420.0%
chottodakeyo_ (Rank 26)2026/07/2961516.7%
もっちぃ (Rank 21)2026/05/2962433.3%
zebra_aria (Rank 24)2026/05/2861516.7%
しおのさばやき (Rank 18)2026/05/2452340.0%
ASSERT(m_pThink); (Rank 21)2026/05/1642250.0%
ALcY (Rank 21)2026/05/1551420.0%
tocyan1414 (Rank 24)2026/05/1052340.0%
委員ちょ (Rank 21)2026/05/0942250.0%
potimaru1059 (Rank 22)2026/05/0984450.0%
drnneb75 (Rank 24)2026/04/184040.0%
によ (Rank 16)2026/03/2851420.0%

Round openings

Every character

Low Spin Kick1K+G1028.7%
Dash Hammer Kick66K into High Angle Upper Kick6K746.3%
forward dash into throwP+G625.3%
Middle Smash6P554.7%
High Angle Upper Kick6K463.9%
Low Spin Kick1K+G into backdash322.7%
Spinning Back Knuckle4P into Double Back Knuckle4PP292.5%
Middle Smash6P into Middle Smash Back Knuckle6PP272.3%
backdash into Long Stride Back Knuckle4P+K252.1%
punchP into kickK252.1%
Slide Shuffle (Deflect)4P+K+G232.0%
backdash into Spin Heel Sword4K+G232.0%
Groin Kick6K+G221.9%
Low Spin Kick1K+G into evade down221.9%
Bil Jee6P+K211.8%

179 further openings account for the other 580 rounds.

Counted from 294 of the 315 matches played. The rest were not pulled for openings.

Jacky

Career
831–2,492 · 25.0%
This season
297 matches · 34.7%
Peak rank
23

First hit in 49.6% of 1,089 rounds. Won 45.2% of the rounds they struck first, 35.9% of the rounds they were struck first.

Significant Tells

  • Against Brad: backs off first in 17.2% of rounds, against 5.3% against everyone else.
  • In round 1: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 11.6% of rounds, against 5.1% in their other rounds.
  • After opening the round before with “66K Dash Hammer Kick into 6K High Angle Upper Kick”: opens with “forward dash into P+G throw” in 22.6% of rounds, against 4.6% after anything else.

How is this tested?

Low Spin Kick1K+G1029.3%
Dash Hammer Kick66K into High Angle Upper Kick6K746.8%
Middle Smash6P555.0%
forward dash into throwP+G534.8%
High Angle Upper Kick6K464.2%
Low Spin Kick1K+G into backdash322.9%
Spinning Back Knuckle4P into Double Back Knuckle4PP292.6%
Middle Smash6P into Middle Smash Back Knuckle6PP272.5%
backdash into Long Stride Back Knuckle4P+K252.3%
punchP into kickK252.3%
Slide Shuffle (Deflect)4P+K+G232.1%
backdash into Spin Heel Sword4K+G232.1%
Groin Kick6K+G222.0%
Low Spin Kick1K+G into evade down222.0%
Bil Jee6P+K211.9%

155 further openings account for the other 514 rounds.

Counted from 276 of the 297 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
Akira13–11 · 54%3–7 · 30%too few to test
Aoi6–10 · 38%4–10 · 29%too few to test
Goh3–14 · 18%2–2 · 50%too few to test
Jacky4–5 · 44%3–6 · 33%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.

21 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?

Akira

Career
56–268 · 17.3%
This season
18 matches · 27.8%
Peak rank
15

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into throwP+G912.0%
forward dash into Jouho Touken6P79.3%
Kaikyusei4P into Sayu Kaikyu4PP68.0%
Rimon Chouchu66P into Jouho Touken6P68.0%
evade up into up-forward kick9K68.0%
up-forward kick9K68.0%
Youzentai2K34.0%
up-forward kick9K into evade up34.0%
Chouzan Housui46P+K22.7%
Jouho Touken6P22.7%
crouch dash forward into Souka Housui3P+K22.7%
evade up into kickK22.7%
forward dash into Rimon Chouchu66P22.7%
forward movement into kickK22.7%
kickK into Youteitou6K22.7%

15 further openings account for the other 15 rounds.

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: 3 of 15 tests hold up
  • Akira: not tested (too few rounds)