VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

NunchuckDog

  • Vanessa
Career matches1,203
Career win rate41.1%
Round win rate50.1%
Peak rank25
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1408 #2,609 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

Jacky251,20249470841.1%
Vanessa16110100.0%

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

423 of 475 rounds counted

7.6 inputs a second (457 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.6456415
Vanessa9.05418

By opponent's character

Pai7.544799
Jacky7.545065
Jeffry7.545038
Kage7.947317
Eileen8.752033
Lei Fei7.846626
Lion7.746423
Shun7.846823
Goh8.249011
Sarah7.243416
Wolf7.444615
Aoi7.545214
Jean6.941514
Taka8.148711
El Blaze8.14857
Vanessa6.63987
Akira7.04204

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

Pai26141253.9%+16.8
Jacky1915479.0%+12.8
Jeffry117463.6%-4.5
Kage91811.1%-20.6
Eileen84450.0%+3.6
Lei Fei71614.3%-13.9
Lion6060.0%-13.3
Shun63350.0%-8.6
Goh51420.0%-17.6
Sarah440100.0%+34.5
Wolf440100.0%+22.7
Aoi32166.7%+3.9
Jean31233.3%+0.4
Taka31233.3%-24.1
El Blaze2020.0%-32.3
Lau2020.0%-71.4
Vanessa2020.0%-27.1
Akira110100.0%+37.5

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

Half Fence1961331.6%-10.9
Breakable Full Fence1771041.2%-3.0
Single Wall1710758.8%+2.4
Open1612475.0%+21.3
Rectangle158753.3%+9.8
Breakable Half Fence1331023.1%-22.0
Full Fence53260.0%+9.3
Low Fence51420.0%-21.3
Octagon54180.0%+9.2
Full Fence and Open220100.0%+37.8

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
Walls7441.9%45.4%-3.5
No walls3860.5%54.5%+6.0

Walls against open: -9.5 points (95% range -28.6 to +9.5), p 0.328 — 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

Teinted_GENE (Rank 26)2026/10/1263350.0%
Kungfuhustle99 (Rank 29)2026/09/306060.0%
evoyd (Rank 33)2026/09/304040.0%
PopularChimp362 (Rank 19)2026/09/23220100.0%
AquariaVerse (Rank 27)2026/09/0932166.7%
BillCutting0666 (Rank 23)2026/09/0953260.0%
COOKIE1264 (Rank 21)2026/08/2942250.0%
johncha (Rank 21)2026/08/291513286.7%
Roadkill93 (Rank 21)2026/08/25440100.0%
M1OGz (Rank 21)2026/08/25220100.0%
Dhezz (Rank 35)2026/08/254040.0%
echoscreen (Rank 18)2026/08/23220100.0%
xChimerax (Rank 26)2026/08/2131233.3%
我老婆最乖 (Rank 25)2026/07/2962433.3%
CeMoi3333 (Rank 26)2026/07/2473442.9%
Ingobernable (Rank 29)2026/07/2431233.3%
TayoTayoTaka (Rank 23)2026/07/1131233.3%
B_Kei (Rank 19)2026/07/10440100.0%
Zxo (Rank 25)2026/06/0831233.3%
󠀡󠀡 (Rank 21)2026/05/2963350.0%
LethalLegendK (Rank 32)2026/05/252020.0%
llMICll (Rank 32)2026/05/102020.0%
Kaashif (Rank 24)2026/05/1051420.0%
Amadeo (Rank 24)2026/04/162020.0%
Lemon (Rank 21)2026/04/162020.0%

Round openings

Every character

guardG6113.9%
Dash Hammer Kick66K429.6%
Somersault Kick7K306.8%
Double Dragon9K276.2%
crouch dash back into Spin Heel Sword4K+G214.8%
crouch dash back into Low Spin Kick1K+G184.1%
crouch dash back112.5%
evade up into Smash Straight3P102.3%
evade up into Double Dragon9K92.0%
guardG into evade down71.6%
guardG into throw escape71.6%
crouch dash back into Double Dragon9K61.4%
Double Dragon9K into guardG51.1%
Step-in Middle Kick66K+G51.1%
crouch into guardG51.1%

113 further openings account for the other 175 rounds.

Counted from 113 of the 121 matches played. The rest were not pulled for openings.

Jacky

Career
494–708 · 41.1%
This season
119 matches · 47.9%
Peak rank
25

First hit in 46.7% of 430 rounds. Won 54.2% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG6114.2%
Dash Hammer Kick66K429.7%
Somersault Kick7K307.0%
Double Dragon9K276.3%
crouch dash back into Spin Heel Sword4K+G214.9%
crouch dash back into Low Spin Kick1K+G184.2%
crouch dash back112.5%
evade up into Smash Straight3P102.3%
evade up into Double Dragon9K92.1%
guardG into evade down71.6%
guardG into throw escape71.6%
crouch dash back into Double Dragon9K61.4%
Double Dragon9K into guardG51.2%
Step-in Middle Kick66K+G51.2%
crouch into guardG51.2%

106 further openings account for the other 167 rounds.

Counted from 111 of the 119 matches played. The rest were not pulled for openings.

Vanessa

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: Back Charge Kick225.0%
Defensive Style: guard112.5%
Defensive Style: guard into back punch+kick+guard4P+K+G112.5%
Offensive Style: Set-up (Defensive Style)112.5%
Offensive Style: Spinning Savate112.5%
Offensive Style: crouch dash back112.5%
Offensive Style: guard112.5%

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: 0 of 15 tests hold up
  • Vanessa: not tested (too few rounds)