VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

DDT

  • Jacky
Career matches420
Career win rate46.2%
Round win rate49.5%
Peak rank22
Distinct opponents22
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1417 #2,562 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

Vanessa2126713013748.7%
Jacky22153648941.8%

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.

Against each character

Pai168850.0%+5.6
Brad1411378.6%+17.9
Wolf103730.0%-22.3
Kage95455.6%-3.3
Jeffry71614.3%-19.0
Jean64266.7%+10.1
Lion52340.0%-9.1
Aoi31233.3%-9.2
Jacky32166.7%+35.9
Goh2020.0%-18.3
Lau21150.0%+16.0
Shun2020.0%-15.3
Akira110100.0%+7.6

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

Breakable Full Fence1410471.4%+21.9
Half Fence139469.2%+24.4
Octagon125741.7%-2.3
Low Fence106460.0%+19.5
Breakable Half Fence81712.5%-38.6
Rectangle84450.0%-8.0
Single Wall63350.0%-2.9
Full Fence2020.0%-48.3
Open2020.0%-62.1

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
Walls5750.9%49.7%+1.1
No walls1850.0%48.1%+1.9

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

2Cent (Rank 24)2026/05/12148657.1%
Zxo (Rank 21)2026/05/12220100.0%
JimmyBiscuits (Rank 30)2026/05/122020.0%
mobo2000 (Rank 21)2026/05/1232166.7%
JJFGCSerna (Rank 24)2026/05/122020.0%
Cool-Scare-Crow (Rank 24)2026/05/1152340.0%
DARKREAPER543 (Rank 26)2026/05/1132166.7%
H_Draught(713v3) (Rank 21)2026/05/1196366.7%
Dragonblooded86 (Rank 21)2026/05/1031233.3%
TomSavage (Rank 21)2026/05/1085362.5%
fivey70 (Rank 24)2026/05/102020.0%
unclefester (Rank 23)2026/05/1031233.3%
THEWEIAND (Rank 21)2026/05/102020.0%
orionpax (Rank 31)2026/04/192020.0%
PledgeX_TheGreat (Rank 15)2026/04/19550100.0%
u_madNES (Rank 23)2026/04/191010.0%
yellow-summer97 (Rank 4)2026/04/19110100.0%
temjin44 (Rank 24)2026/04/1921150.0%
DragonGoatPunch (Rank 23)2026/04/191010.0%
megalon7 (Rank 21)2026/04/162020.0%
LeanXTriforcer (Rank 27)2026/04/1651420.0%
Dice (Rank 25)2026/04/1632166.7%

Round openings

Every character

Beat KnuckleP+K329.9%
Defensive Style: Back Charge Kick216.5%
crouch dash back216.5%
crouch dash back into evade down154.6%
Slant Back Knuckle1P into Rage Kick1PK134.0%
crouch dash back into Beat KnuckleP+K113.4%
punchP into kickK113.4%
Defensive Style: backdash into Heel Kick6K+G82.5%
Defensive Style: kick72.2%
crouch dash back into Chopping Blow2P+K72.2%
crouch dash back into High Angle Upper Kick6K72.2%
Defensive Style: Back Knuckle into Back Knuckle High6PK61.9%
Defensive Style: kick into Switch Left SlicerKK61.9%
Defensive Style: punch61.9%
crouch dash back into Long Stride Back Knuckle4P+K61.9%

91 further openings account for the other 146 rounds.

Jacky

Career
64–89 · 41.8%
This season
55 matches · 49.1%
Peak rank
22

First hit in 50.5% of 224 rounds. Won 54.0% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Beat KnuckleP+K3214.2%
crouch dash back219.3%
crouch dash back into evade down156.7%
Slant Back Knuckle1P into Rage Kick1PK135.8%
crouch dash back into Beat KnuckleP+K114.9%
punchP into kickK114.9%
crouch dash back into Chopping Blow2P+K73.1%
crouch dash back into High Angle Upper Kick6K73.1%
crouch dash back into Long Stride Back Knuckle4P+K62.7%
crouch dash back into Dragon Combination 11P+K52.2%
backdash into backward movement41.8%
crouch dash back into punchP41.8%
guardG41.8%
punchP into Jab StraightPP41.8%
Low Spin Kick1K+G31.3%

56 further openings account for the other 78 rounds.

Vanessa

Career
130–137 · 48.7%
This season
25 matches · 48.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Charge Kick2121.4%
Defensive Style: backdash into Heel Kick6K+G88.2%
Defensive Style: kick77.1%
Defensive Style: Back Knuckle into Back Knuckle High6PK66.1%
Defensive Style: kick into Switch Left SlicerKK66.1%
Defensive Style: punch66.1%
Defensive Style: backdash into backward movement44.1%
Defensive Style: backdash into guardG44.1%
Defensive Style: backdash33.1%
Defensive Style: punch into Jab~BodyPP33.1%
Defensive Style: punch into kickK33.1%
Defensive Style: Wind Elbow22.0%
Defensive Style: backdash into Wind Elbow4P+K22.0%
Defensive Style: backdash into kickK22.0%
Defensive Style: Boomerang Hook11.0%

20 further openings account for the other 20 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

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