VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

nagare004

Career matches5,794
Career win rate40.1%
Round win rate49.0%
Peak rank25
Distinct opponents177
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1349 #2,926 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

Jacky255,7942,3263,46840.1%

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

2,243 of 2,422 rounds counted

5.6 inputs a second (335 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.63352,243

By opponent's character

Akira5.9353351
Jacky5.5333203
Wolf5.7343141
Goh5.8346138
Pai5.1304148
Jean5.7345110
Sarah5.6335146
Aoi5.6338143
Jeffry6.0358114
Lau5.6337103
Taka5.030397
Kage5.029983
El Blaze5.733992
Shun5.633590
Lion5.734282
Brad5.432563
Eileen5.633465
Vanessa5.935324
Lei Fei5.029945
Dural5.23105

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

Akira96544256.2%+6.9
Jacky59312852.5%+5.4
Wolf39221756.4%+10.8
Goh38201852.6%+2.1
Pai38142436.8%-4.8
Jean37181948.6%+7.2
Sarah37201754.0%+3.3
Aoi36201655.6%+5.0
Jeffry2992031.0%-15.5
Lau2591636.0%-10.2
Taka25101540.0%-12.4
Kage24101441.7%-5.4
El Blaze2371630.4%-7.7
Shun23101343.5%+2.6
Lion2011955.0%-4.8
Brad1641225.0%-13.7
Eileen1611568.8%+6.5
Vanessa145935.7%-13.5
Lei Fei124833.3%-12.8
Dural110100.0%+68.5

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Open73343946.6%-0.5
Breakable Half Fence67392858.2%+9.5
Full Fence67313646.3%+1.0
Rectangle66313547.0%-1.9
Low Fence57213636.8%-8.6
Single Wall57302752.6%+5.9
Half Fence55332260.0%+10.3
Breakable Full Fence51193237.2%-15.8
Full Fence and Open45182740.0%-1.4
Octagon44192543.2%-9.6

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
Walls35049.1%49.4%-0.3
No walls18745.5%46.4%-0.9

Walls against open: +0.6 points (95% range -8.2 to +9.4), p 0.891 — 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

t4a (Rank 22)2026/10/1863350.0%
Fuji-Atsuka (Rank 21)2026/10/1812120100.0%
ttfour@サラしかできないw (Rank 21)2026/10/1895455.6%
spiral (Rank 22)2026/10/1873442.9%
dalmax72 (Rank 23)2026/10/162217577.3%
yasai (Rank 24)2026/10/12108280.0%
パニガーレ (Rank 25)2026/10/12770100.0%
はおいー先生 (Rank 23)2026/10/1174357.1%
도룡밖에난몰라/RSA (Rank 21)2026/10/11107370.0%
ゅろぽ (Rank 23)2026/10/1195455.6%
みらめたる (Rank 21)2026/10/0886275.0%
manekinecogames (Rank 22)2026/10/0472528.6%
orz (Rank 27)2026/09/30124833.3%
sk901 (Rank 21)2026/09/2375271.4%
HoAssYoAss (Rank 25)2026/09/1084450.0%
wcc6181 (Rank 27)2026/08/2573442.9%
ホノン (Rank 21)2026/08/2497277.8%
naowai (Rank 22)2026/08/2384450.0%
ぽん (Rank 26)2026/08/0275271.4%
Rosagigantea (Rank 26)2026/07/2891811.1%
TaKaArAsHi573 (Rank 24)2026/07/28102820.0%
hitokabe2003 (Rank 24)2026/07/2784450.0%
HaseMasa (Rank 24)2026/07/1672528.6%
DC (Rank 24)2026/06/0571614.3%
ZR615C (Rank 24)2026/05/30103730.0%

Round openings

Jacky

Career
2,326–3,468 · 40.1%
This season
608 matches · 47.7%
Peak rank
25

First hit in 42.9% of 2,123 rounds. Won 51.8% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 41.8% of rounds, against 15.5% in their other rounds.
  • Against Pai: waits first in 56.2% of rounds, against 19.9% against everyone else.
  • On Breakable Half Fence stages: backs off first in 31.6% of rounds, against 18.2% on the other stages.
  • After opening the round before by waiting: waits first in 30.9% of rounds, against 10.6% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 33.5% of rounds, against 19.0% after anything else.
  • After losing a round: waits first in 19.7% of rounds, against 11.0% after winning one.
  • When behind: waits first in 21.6% of rounds, against 12.2% when ahead or level.
  • In round 1: opens with “G guard” in 32.6% of rounds, against 10.6% in their other rounds.
  • Against Pai: opens with “G guard” in 45.3% of rounds, against 14.2% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 23.3% of rounds, against 7.7% after anything else.
  • After losing a round: opens with “G guard” in 14.4% of rounds, against 6.5% after winning one.
  • When behind: opens with “G guard” in 16.0% of rounds, against 7.4% when ahead or level.

How is this tested?

guardG34216.1%
Jab StraightPP into Jab Double StraightPPP25612.1%
backdash into Lightning Back Knuckle3PPP1969.2%
High Angle Upper Kick6K1527.2%
punchP into Middle Spin Kick46K+G1105.2%
Middle Spin Kick46K+G602.8%
backdash into backward movement552.6%
backdash into guardG512.4%
kickK into Double Spinning KickKK512.4%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K482.3%
punchP into Spin Heel Sword4K+G452.1%
forward movement into Double Spinning KickKK371.7%
Low Spin Kick1K+G361.7%
Dash Hammer Kick66K into High Angle Upper Kick6K351.6%
backdash into Smash Straight3P341.6%

142 further openings account for the other 616 rounds.

Counted from 533 of the 608 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
Akira25–18 · 58%15–15 · 50%+10.2
Jacky18–17 · 51%5–6 · 45%too few to test
Goh10–12 · 45%8–3 · 73%too few to test
Jean12–13 · 48%2–3 · 40%too few to test
Pai5–9 · 36%7–9 · 44%too few to test
Wolf9–9 · 50%5–5 · 50%too few to test
Sarah9–11 · 45%6–2 · 75%too few to test
Aoi12–9 · 57%1–4 · 20%too few to test
Taka7–9 · 44%1–4 · 20%too few to test
Lau7–8 · 47%1–8 · 11%too few to test
El Blaze4–9 · 31%3–7 · 30%too few to test
Jeffry2–5 · 29%3–5 · 38%too few to test
Kage4–6 · 40%2–2 · 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.

75 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 (16 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: 12 of 16 tests hold up