VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

VF肛門

  • Vanessa
Career matches1,432
Career win rate54.6%
Round win rate57.4%
Peak rank31
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1627 #1,179 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

Jacky281,06356649753.2%
Vanessa3136921615358.5%

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

336 of 336 rounds counted

7.9 inputs a second (475 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.7462266
Jacky8.852670

By opponent's character

Jacky7.847081
Akira8.249155
Lei Fei8.350127
Shun7.444222
Wolf8.350022
Eileen8.048018
Jean7.545115
Kage7.846818
Dural7.142513
El Blaze8.349712
Pai7.847110
Vanessa7.746412
Aoi9.25559
Jeffry6.74018
Lion8.14868
Brad8.65163
Lau7.54503

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

Jacky2015575.0%+15.8
Akira149564.3%-3.6
Lei Fei75271.4%+4.5
Shun54180.0%+16.1
Wolf52340.0%-25.2
Eileen42250.0%-14.1
Jean41325.0%-40.0
Kage43175.0%+12.1
Dural31233.3%-51.3
El Blaze330100.0%+45.2
Pai32166.7%+14.1
Vanessa32166.7%+4.4
Aoi21150.0%-11.2
Jeffry2020.0%-75.5
Lion220100.0%+22.4
Brad110100.0%+38.9
Lau110100.0%+26.6

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

Full Fence1811761.1%-5.4
Rectangle169756.2%-10.8
Half Fence1210283.3%+22.7
Open85362.5%-13.4
Breakable Half Fence74357.1%-0.2
Octagon63350.0%-13.7
Breakable Full Fence54180.0%+17.1
Low Fence43175.0%+15.4
Single Wall43175.0%+7.8
Full Fence and Open21150.0%-24.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6464.1%63.7%+0.3
No walls1668.8%69.3%-0.5

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

orz (Rank 31)2026/10/16550100.0%
무파ZeroBlue (Rank 29)2026/10/162020.0%
manao_0609 (Rank 30)2026/10/16220100.0%
Real_Okira (Rank 30)2026/10/1631233.3%
toruko_ss500 (Rank 33)2026/10/0621150.0%
お茶 (Rank 29)2026/10/0621150.0%
アルチャチャ (Rank 33)2026/10/063030.0%
ペケ壱 (Rank 29)2026/09/2931233.3%
ちょいそる (Rank 28)2026/09/2932166.7%
ShieldHolder (Rank 27)2026/09/1832166.7%
ayunii216 (Rank 29)2026/09/1832166.7%
オージ (Rank 29)2026/09/18440100.0%
DDaDDai (Rank 28)2026/09/1832166.7%
rily-you (Rank 31)2026/09/1721150.0%
dr5046_ryo (Rank 29)2026/09/172020.0%
kagemaru1 (Rank 30)2026/08/282020.0%
hahaha (Rank 27)2026/08/27440100.0%
megadora5 (Rank 28)2026/08/2732166.7%
NTK_BLACK (Rank 30)2026/08/2731233.3%
砂 (Rank 31)2026/08/2732166.7%
いそじぇい (Rank 26)2026/08/27660100.0%
Nimunimusan08 (Rank 30)2026/08/27220100.0%
めがね (Rank 24)2026/08/27220100.0%
Gabaso_enemy (Rank 30)2026/08/2732166.7%
Kylo_Ren_2021 (Rank 23)2026/08/2731233.3%

Round openings

Every character

Defensive Style: Stinger Low Blow4316.6%
Defensive Style: backdash into Stinger Low Blow1P+K238.9%
Defensive Style: backdash into evade up124.6%
Defensive Style: backdash into kickK114.2%
Offensive Style: Long Barrel Blow103.9%
Defensive Style: backdash into evade down93.5%
backdash into evade down93.5%
Defensive Style: throw escape83.1%
Defensive Style: Back Charge Kick72.7%
backdash into Long Stride Back Knuckle4P+K62.3%
Defensive Style: backdash into Switch Left SlicerKK51.9%
backdash into Spin Heel Sword4K+G51.9%
backdash into evade up51.9%
Dash Hammer Kick66K41.5%
Defensive Style: backdash into throw escape41.5%

68 further openings account for the other 98 rounds.

Counted from 64 of the 83 matches played. The rest were not pulled for openings.

Vanessa

Career
216–153 · 58.5%
This season
66 matches · 66.7%
Peak rank
31

First hit in 24.9% of 189 rounds. Won 57.5% of the rounds they struck first, 64.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Stinger Low Blow4322.8%
Defensive Style: backdash into Stinger Low Blow1P+K2312.2%
Defensive Style: backdash into evade up126.3%
Defensive Style: backdash into kickK115.8%
Offensive Style: Long Barrel Blow105.3%
Defensive Style: backdash into evade down94.8%
Defensive Style: throw escape84.2%
Defensive Style: Back Charge Kick73.7%
Defensive Style: backdash into Switch Left SlicerKK52.6%
Defensive Style: backdash into throw escape42.1%
Defensive Style: Shadow Slicer31.6%
Defensive Style: backdash into Boomerang Hook3P+K31.6%
Defensive Style: backdash into back kick+guard4K+G31.6%
Defensive Style: Sliding Low Kick21.1%
Defensive Style: backdash into Heavy HookP+K21.1%

36 further openings account for the other 44 rounds.

Counted from 47 of the 66 matches played. The rest were not pulled for openings.

Jacky

Career
566–497 · 53.2%
This season
17 matches · 58.8%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down912.9%
backdash into Long Stride Back Knuckle4P+K68.6%
backdash into Spin Heel Sword4K+G57.1%
backdash into evade up57.1%
Dash Hammer Kick66K45.7%
Low Spin Kick1K+G45.7%
Slide Shuffle (Deflect)4P+K+G into High Angle Upper Kick6K45.7%
Slant Back Knuckle1P into Rage Kick1PK34.3%
backdash into throwP+G34.3%
Low Spin Kick1K+G into evade down22.9%
backdash into Middle Smash Sword6PK22.9%
backdash into Slant Back Knuckle1P22.9%
throw escape22.9%
Beat KnuckleP+K into Beat & Back KnuckleP+KP11.4%
Jab StraightPP into Jab Double StraightPPP11.4%

17 further openings account for the other 17 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Vanessa: not tested (too few rounds)
  • Jacky: not tested (too few rounds)