VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

mossa_n_assom

  • Aoi
  • Jacky
Career matches4,002
Career win rate51.0%
Round win rate47.7%
Peak rank35
Distinct opponents209
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1648 #1,062 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

Vanessa353,9892,0371,95251.1%
Aoi26100100.0%
Jacky2632166.7%

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

1,444 of 2,014 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.83471,444

By opponent's character

Jacky5.8346151
Sarah5.6337112
Akira6.035995
Jean5.8348119
Pai6.1366106
El Blaze5.935199
Wolf5.734495
Lion5.834698
Jeffry6.136542
Vanessa5.633479
Kage5.734395
Lau5.935268
Brad5.834659
Goh5.633786
Aoi5.734457
Lei Fei5.533227
Shun6.136432
Taka5.633818
Eileen5.63386

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

Jacky50242648.0%+0.7
Sarah42113126.2%-22.2
Akira39201951.3%+3.9
Jean37172046.0%-3.1
Pai36191752.8%+9.6
El Blaze33151845.5%-0.5
Wolf31161551.6%+6.8
Lion30131743.3%+4.5
Jeffry26161061.5%+14.9
Vanessa25131252.0%+5.7
Kage24101441.7%-2.7
Lau2491537.5%-8.1
Brad2391439.1%-10.2
Goh23101343.5%+0.5
Aoi22111150.0%+6.4
Lei Fei146842.9%+0.5
Shun83537.5%-11.1
Taka43175.0%+32.2
Eileen2020.0%-33.9

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

Full Fence68303844.1%-0.7
Rectangle60263443.3%-3.4
Single Wall52302257.7%+12.3
Low Fence51262551.0%+4.5
Breakable Full Fence49262353.1%+9.7
Half Fence45172837.8%-7.6
Open45202544.4%-0.0
Octagon44162836.4%-8.3
Breakable Half Fence38152339.5%-10.4
Full Fence and Open148657.1%+10.7

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30442.8%45.4%-2.6
No walls14851.4%46.1%+5.3

Walls against open: -7.9 points (95% range -18.3 to +2.5), p 0.137 — 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

yamaneko (Rank 32)2026/09/2754180.0%
漂泊の民回線ジプシー (Rank 37)2026/09/1351420.0%
BANANA (Rank 31)2026/09/1372528.6%
え~る (Rank 32)2026/09/1275271.4%
ゲッパー (Rank 32)2026/09/0973442.9%
ぬっき~@ (Rank 35)2026/09/0684450.0%
ぷこ (Rank 30)2026/09/0576185.7%
みんみんさん (Rank 36)2026/09/0571614.3%
きよ丸 (Rank 35)2026/09/0584450.0%
ジャキる。 (Rank 32)2026/08/2383537.5%
お~ちゃん (Rank 35)2026/08/1951420.0%
タマ@鳴潮民 (Rank 35)2026/08/1961516.7%
寿司眼鉄 (Rank 37)2026/08/19103730.0%
アドリブ使い (Rank 33)2026/08/1994544.4%
ガリバー (Rank 32)2026/08/1853260.0%
B軍団 (Rank 35)2026/07/2872528.6%
五寸釘くん (Rank 35)2026/07/2663350.0%
AlicerLandeel (Rank 32)2026/07/2453260.0%
ジークリオン (Rank 36)2026/07/2464266.7%
都筑まもる君 (Rank 36)2026/07/1473442.9%
えなお (Rank 36)2026/07/145050.0%
pizaman (Rank 33)2026/06/1151420.0%
あぽろん (Rank 30)2026/06/0751420.0%
白い妖精 (Rank 28)2026/05/1074357.1%
ふぇに (Rank 33)2026/05/0863350.0%

Round openings

Every character

Offensive Style: Long Barrel Blow995.1%
Offensive Style: punch into Body Blow~Bullet Hook6PP834.2%
Defensive Style: Bone Crush Middle into guardG794.0%
Defensive Style: Stinger Low Blow733.7%
Defensive Style: backdash into Heel Kick6K+G653.3%
Defensive Style: Bone Crush Middle623.2%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP512.6%
Defensive Style: Back Knuckle into Back Knuckle High6PK502.5%
Defensive Style: forward dash into evade up462.4%
Defensive Style: Shadow Slicer412.1%
Defensive Style: kick311.6%
Defensive Style: backdash into evade up281.4%
Offensive Style: backdash into Clobbering Straight4P+K271.4%
Defensive Style: Cut-in Knee Kick into throwP+G251.3%
Offensive Style: crouch dash back into Clobbering Straight4P+K231.2%

436 further openings account for the other 1,175 rounds.

Counted from 478 of the 493 matches played. The rest were not pulled for openings.

Vanessa

Career
2,037–1,952 · 51.1%
This season
481 matches · 46.6%
Peak rank
35

First hit in 19.5% of 1,891 rounds. Won 53.4% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 5.8% of rounds, against 1.0% in their other rounds.
  • Against Kage: evades first in 13.3% of rounds, against 5.4% against everyone else.
  • After winning a round: backs off first in 34.5% of rounds, against 20.5% after losing one.
  • When ahead: backs off first in 35.1% of rounds, against 21.1% when level or behind.
  • Against Pai: opens with “Defensive Style: backdash into 6K+G Heel Kick” in 9.7% of rounds, against 3.0% against everyone else.
  • After opening the round before with “Defensive Style: backdash into 6K+G Heel Kick”: opens with “Defensive Style: backdash into 6K+G Heel Kick” in 15.7% of rounds, against 2.8% after anything else.
  • After losing a round: opens with “Defensive Style: Stinger Low Blow” in 6.0% of rounds, against 2.3% after winning one.

How is this tested?

Offensive Style: Long Barrel Blow995.2%
Offensive Style: punch into Body Blow~Bullet Hook6PP834.3%
Defensive Style: Bone Crush Middle into guardG794.1%
Defensive Style: Stinger Low Blow733.8%
Defensive Style: backdash into Heel Kick6K+G653.4%
Defensive Style: Bone Crush Middle623.2%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP512.7%
Defensive Style: Back Knuckle into Back Knuckle High6PK502.6%
Defensive Style: forward dash into evade up462.4%
Defensive Style: Shadow Slicer412.1%
Defensive Style: kick311.6%
Defensive Style: backdash into evade up281.5%
Offensive Style: backdash into Clobbering Straight4P+K271.4%
Defensive Style: Cut-in Knee Kick into throwP+G251.3%
Offensive Style: crouch dash back into Clobbering Straight4P+K231.2%

390 further openings account for the other 1,123 rounds.

Counted from 466 of the 481 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
Jacky12–21 · 36%8–4 · 67%too few to test
Akira11–7 · 61%6–7 · 46%too few to test
Sarah6–16 · 27%2–9 · 18%too few to test
Jean5–10 · 33%6–8 · 43%too few to test
Pai9–7 · 56%9–1 · 90%too few to test
El Blaze6–12 · 33%7–3 · 70%too few to test
Lion8–9 · 47%3–6 · 33%too few to test
Wolf9–8 · 53%6–6 · 50%too few to test
Jeffry14–6 · 70%2–4 · 33%too few to test
Vanessa6–8 · 43%6–4 · 60%too few to test
Kage5–9 · 36%4–4 · 50%too few to test
Brad6–10 · 38%2–3 · 40%too few to test
Aoi7–10 · 41%4–1 · 80%too few to test
Goh4–11 · 27%3–1 · 75%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.

15 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?

Aoi

Career
0–10 · 0.0%
This season
6 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koromoguruma66P27.1%
backdash into Shizuriyuki6K+G27.1%
crouch dash back into Inshou43P+K27.1%
forward dash into Koromoguruma66P27.1%
forward dash into evade up27.1%
Raijinha6K into Tenchi In'youP+K+G13.6%
Sodeshinken33P+K13.6%
Tsukiashibarai1P13.6%
Tsukiashibarai1P into guardG13.6%
back punch+kick4P+K13.6%
backdash into Sanseigan66P+K13.6%
backdash into Shinchuzuki (Deflect)236P+K13.6%
backdash into Soushouda46P+K13.6%
backdash into back punch+kick+guard4P+K+G13.6%
backward movement into evade up13.6%

8 further openings account for the other 8 rounds.

Jacky

Career
2–1 · 66.7%
This season
6 matches · 16.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Body Blow3P+K into Smash Low Kick2K14.2%
Dash Hammer Kick66K14.2%
Middle Kick3K14.2%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP14.2%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K14.2%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK14.2%
Standing Knee Kick4K into forward movement14.2%
backdash into Middle Spin Kick46K+G14.2%
backdash into Slide Shuffle (Deflect)4P+K+G14.2%
backdash into Spin Heel Sword4K+G14.2%
backdash into evade up14.2%
crouch dash back into Long Stride Back Knuckle4P+K14.2%
crouch dash back into Smash Straight3P14.2%
crouch dash back into Somersault Kick7K14.2%
crouch dash back into Spin Heel Sword4K+G14.2%

9 further openings account for the other 9 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 (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

  • Vanessa: 7 of 16 tests hold up
  • Aoi: not tested (too few rounds)
  • Jacky: not tested (too few rounds)