VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

AKAI-SUISEI3

  • Shun
  • Jeffry
  • Sarah
  • Jacky
  • Akira
  • Wolf
Career matches5,562
Career win rate50.4%
Round win rate50.1%
Peak rank28
Distinct opponents231
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1369 #2,810 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

Vanessa282,3701,1791,19149.8%
Shun261,31366864550.9%
Jeffry271,27362165248.8%
Taka—48025522553.1%
Sarah2475492665.3%
Jacky2347281959.6%
Wolf2132166.7%
Akira21110100.0%

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

2,138 of 2,486 rounds counted

7.8 inputs a second (470 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.24921,012
Vanessa7.4445750
Jeffry7.6454301
Sarah7.545333
Jacky7.846830
Akira7.44469
Wolf7.54503

By opponent's character

Wolf8.0479249
Jacky7.8469288
Akira7.8465210
Aoi8.2490203
Sarah7.7464159
Shun8.0481130
Goh7.8465112
Jeffry7.645799
Lion8.0480103
Kage7.6454115
Pai7.746383
El Blaze7.745974
Lau7.746359
Jean7.846978
Vanessa7.243263
Taka8.551042
Brad8.048143
Eileen7.74649
Lei Fei8.148812
Dural7.24357

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

Wolf81483359.3%+11.6
Jacky76423455.3%+7.9
Akira64313348.4%-4.4
Aoi57292850.9%-3.4
Sarah45192642.2%-4.0
Shun34221264.7%+13.2
Goh31131841.9%-8.0
Jeffry31161551.6%+1.3
Lion30121840.0%-19.7
Kage29171258.6%-1.3
Pai24111345.8%-4.0
El Blaze23121152.2%+2.0
Lau2391439.1%-5.6
Jean2051525.0%-21.3
Vanessa2016480.0%+25.6
Taka129375.0%+16.2
Brad114736.4%-14.7
Eileen5050.0%-51.4
Lei Fei42250.0%-2.2
Dural31233.3%-17.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Single Wall79374246.8%-1.7
Octagon72353748.6%-4.4
Breakable Full Fence69383155.1%+2.7
Breakable Half Fence61362559.0%+11.9
Half Fence60293148.3%-0.1
Low Fence58312753.5%+2.6
Full Fence57322556.1%+2.8
Rectangle52292355.8%+4.0
Open49252451.0%-4.9
Full Fence and Open40162440.0%-9.7

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
Walls37153.6%51.3%+2.3
No walls18650.0%51.1%-1.1

Walls against open: +3.4 points (95% range -5.3 to +12.1), p 0.443 — 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

え~る (Rank 27)2026/10/11660100.0%
エルモchYT★プなれ★ (Rank 31)2026/10/11124833.3%
ら族 (Rank 25)2026/10/0962433.3%
manekinecogames (Rank 22)2026/10/06109190.0%
Martin1833 (Rank 23)2026/10/05129375.0%
dalmax72 (Rank 26)2026/10/0498188.9%
こて (Rank 29)2026/10/031551033.3%
taj_god333 (Rank 27)2026/10/0351420.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/25104640.0%
sk901 (Rank 21)2026/09/1775271.4%
HayanieMozu (Rank 22)2026/09/1765183.3%
chimichama (Rank 21)2026/09/1710100100.0%
yuzu (Rank 27)2026/09/1662433.3%
委員ちょ (Rank 21)2026/09/14770100.0%
nekota (Rank 23)2026/09/1373442.9%
みらめたる (Rank 21)2026/09/13660100.0%
B.S.R-JP (Rank 25)2026/09/1093633.3%
HEKOMI (Rank 26)2026/09/1064266.7%
パニガーレ (Rank 24)2026/08/3053260.0%
gimoring (Rank 26)2026/08/29136746.1%
りてりん (Rank 29)2026/08/2186275.0%
BANANA (Rank 30)2026/08/1982625.0%
金田一の少年 (Rank 27)2026/08/1864266.7%
μ (Rank 26)2026/08/0354180.0%
トマト牛乳♪ (Rank 27)2026/07/0464266.7%

Round openings

Every character

crouch into Ducking Low2K+G1044.6%
forward movement into throw escape954.2%
Defensive Style: Stinger Low Blow602.7%
backdash into Megaton Knuckle43P+K542.4%
Defensive Style: Back Charge Kick512.3%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP462.0%
punchP into RengekiPP411.8%
punchP into Chougeki RigoutaiPK391.7%
crouch into Gyou'in Haishu3P311.4%
Koushu Katai1K into Koushu Rentai1KK281.2%
evade down into evade up281.2%
Rensai Gakushu46PP into Rengeki Gakushu46PPP271.2%
crouch dash back into evade down261.2%
offensive move241.1%
Defensive Style: backdash into back kick+guard4K+G231.0%

558 further openings account for the other 1,569 rounds.

Counted from 562 of the 623 matches played. The rest were not pulled for openings.

Shun

Career
668–645 · 50.9%
This season
259 matches · 51.0%
Peak rank
26

First hit in 55.2% of 918 rounds. Won 51.5% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 29.4% of rounds, against 8.9% in their other rounds.
  • On Rectangle stages: evades first in 37.7% of rounds, against 15.8% on the other stages.
  • After opening the round before by evading: evades first in 28.6% of rounds, against 15.8% after anything else.
  • After winning a round: attacks straight away in 63.8% of rounds, against 41.3% after losing one.
  • When ahead: attacks straight away in 70.0% of rounds, against 45.7% when level or behind.
  • On 5–9 drinks: backs off first in 28.9% of rounds, against 15.2% on other drink counts.
  • In round 1: opens with “1K Koushu Katai into 1KK Koushu Rentai” in 6.0% of rounds, against 2.0% in their other rounds.
  • After winning a round: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 7.1% of rounds, against 0.9% after losing one.
  • When ahead: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 8.6% of rounds, against 1.7% when level or behind.

How is this tested?

punchP into RengekiPP414.5%
punchP into Chougeki RigoutaiPK394.2%
crouch into Gyou'in Haishu3P313.4%
Koushu Katai1K into Koushu Rentai1KK283.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP272.9%
offensive move242.6%
crouch dash back into evade down232.5%
forward movement into throw escape232.5%
Zensen Soutai2K+G into Gyousentai2K222.4%
crouch dash back into Kasen Gyou'in6P+K+G212.3%
crouch into Haisenchu1P192.1%
crouch into Koushu Rentai1KK192.1%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K171.9%
evade down into Koushu Rentai1KK171.9%
evade down into evade up171.9%

215 further openings account for the other 550 rounds.

Counted from 235 of the 259 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–14 · 48%4–2 · 67%too few to test
Aoi9–9 · 50%5–4 · 56%too few to test
Akira6–7 · 46%5–7 · 42%too few to test
Sarah4–9 · 31%4–3 · 57%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.

24 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?

Vanessa

Career
1,179–1,191 · 49.8%
This season
187 matches · 49.7%
Peak rank
28

First hit in 19.2% of 646 rounds. Won 58.9% of the rounds they struck first, 49.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.9% of rounds, against 7.8% in their other rounds.
  • Against Shun: evades first in 23.8% of rounds, against 11.8% against everyone else.
  • After losing a round: evades first in 15.8% of rounds, against 7.6% after winning one.
  • When the score is level: evades first in 21.3% of rounds, against 10.7% when ahead or behind.
  • In round 2: opens with “Defensive Style: backdash into 4K+G back kick+guard” in 7.7% of rounds, against 2.2% in their other rounds.
  • Against Shun: opens with “Defensive Style: Stinger Low Blow” in 19.0% of rounds, against 8.2% against everyone else.
  • After winning a round: opens with “Defensive Style: backdash into 4K+G back kick+guard” in 7.6% of rounds, against 1.2% after losing one.

How is this tested?

Defensive Style: Stinger Low Blow609.3%
Defensive Style: Back Charge Kick517.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP467.1%
Defensive Style: backdash into back kick+guard4K+G233.5%
Defensive Style: evade down into evade up142.2%
Offensive Style: punch into One TwoPP142.2%
Defensive Style: forward movement into throw escape132.0%
Offensive Style: Bunker Buster132.0%
Defensive Style: evade down into Stinger Low Blow1P+K121.9%
Offensive Style: Back Charge Kick111.7%
Defensive Style: Stinger Low Blow into Heavy HookP+K91.4%
Defensive Style: guard into throw escape91.4%
Offensive Style: Long Barrel Blow into Body Blow6P91.4%
Offensive Style: backdash into back kick+guard4K+G91.4%
Defensive Style: throw escape81.2%

161 further openings account for the other 346 rounds.

Counted from 157 of the 187 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf13–9 · 59%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.

30 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?

Jeffry

Career
621–652 · 48.8%
This season
159 matches · 52.8%
Peak rank
27

First hit in 51.6% of 610 rounds. Won 54.6% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 41.6% of rounds, against 22.0% in their other rounds.
  • Against Jacky: waits first in 44.0% of rounds, against 25.4% against everyone else.
  • In round 1: opens with “crouch into 2K+G Ducking Low” in 26.6% of rounds, against 13.7% in their other rounds.

How is this tested?

crouch into Ducking Low2K+G10416.9%
forward movement into throw escape6610.8%
backdash into Megaton Knuckle43P+K548.8%
Ducking Low2K+G203.3%
guardG into throw escape152.4%
Hammer Slide1P into Grizzly Hammer1PP142.3%
crouch into Side Kick3K121.9%
backdash into Tsunami Beat3K+G101.6%
forward dash into Elbow Butt6P101.6%
Dash Elbow66P91.5%
Middle Hell Stab6P+K into Body CrushP+K91.5%
crouch dash back into Toe Kick2K91.5%
crouch dash back into Tsunami Beat3K+G91.5%
evade down into evade up91.5%
Hammer Slide1P81.3%

138 further openings account for the other 256 rounds.

Counted from 154 of the 159 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf10–2 · 83%6–4 · 60%too few to test
Akira4–6 · 40%8–2 · 80%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.

5 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?

Jacky

Career
28–19 · 59.6%
This season
7 matches · 71.4%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab StraightPP413.3%
Dash Hammer Kick66K into High Angle Upper Kick6K310.0%
crouch dash back into Spin Heel Sword4K+G310.0%
forward movement into throw escape310.0%
Spinning Back Knuckle4P into Double Back Knuckle4PP26.7%
Beat KnuckleP+K into Beat Spin KickP+KK13.3%
Jab StraightPP into Jab Double StraightPPP13.3%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP13.3%
Spin Heel Sword4K+G into Spinning KickK+G13.3%
backdash into Low Spin Kick1K+G13.3%
backdash into punchP13.3%
crouch dash back into evade down13.3%
crouch dash back into punchP13.3%
crouch into Slant Back Knuckle1P13.3%
evade down into Jab StraightPP13.3%

5 further openings account for the other 5 rounds.

Sarah

Career
49–26 · 65.3%
This season
8 matches · 37.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Leg Slicer2K+G416.0%
forward movement into throw escape312.0%
Hide Side Kick (Deflect)P+K28.0%
backdash into Crescent Heel4K+G28.0%
Crescent Heel4K+G into Back Spin KickK+G14.0%
Jackknife Kick3K into Jackknife Middle Kick3KK14.0%
backdash into Back Knuckle4P14.0%
backdash into Back Knuckle Turn44P14.0%
crouch dash back into Crescent Heel4K+G14.0%
crouch dash back into Leg Slicer2K+G14.0%
crouch into Long Snap Side Chop3P+K14.0%
evade down into Hide Side Kick (Deflect)P+K14.0%
evade down into Punch High KickPK14.0%
evade down into Setup Combination3PK14.0%
evade down into evade up14.0%

3 further openings account for the other 3 rounds.

Counted from 6 of the 8 matches played. The rest were not pulled for openings.

Akira

Career
1–0 · 100.0%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

down-back punch+kick1P+K222.2%
crouch dash back into Yakuho Chouchu666P111.1%
crouch into down-back punch+kick1P+K111.1%
evade down into Souka Housui3P+K111.1%
evade down into evade up111.1%
evade down into punchP111.1%
forward dash into Jouho Touken6P111.1%
punchP into backdash111.1%

Wolf

Career
2–1 · 66.7%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K133.3%
Savate4K into Low Drop Kick62K133.3%
forward dash into crouch dash back133.3%

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 (46 here; about 2.3 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

  • Shun: 9 of 16 tests hold up
  • Vanessa: 7 of 15 tests hold up
  • Jeffry: 3 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)