VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

KingJunChoi

  • Vanessa
Career matches2,658
Career win rate52.5%
Round win rate54.1%
Peak rank33
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1621 #1,215 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

Jacky301,83092790350.7%
Vanessa3382846836056.5%

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

812 of 966 rounds counted

8.2 inputs a second (492 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa8.1485714
Jacky9.154898

By opponent's character

Akira8.2495141
Jacky8.248989
Wolf8.349884
Lau8.148471
Jeffry8.047837
Brad8.048056
Goh8.350042
Pai8.349654
Jean8.450450
Vanessa8.752135
Lion8.75239
Sarah7.947441
Kage7.947419
Lei Fei8.349724
Shun8.450621
Dural8.651317
El Blaze7.645616
Aoi8.45063
Eileen7.64543

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

Akira34221264.7%+3.9
Jacky28151353.6%-0.0
Wolf2718966.7%+8.8
Lau1810855.6%-3.9
Jeffry169756.2%-0.2
Brad157846.7%-6.0
Goh159660.0%-1.7
Pai136746.1%-12.6
Jean128466.7%+9.8
Vanessa118372.7%+15.1
Lion96366.7%+22.1
Sarah94544.4%-16.3
Kage62433.3%-24.4
Lei Fei62433.3%-28.9
Shun54180.0%+19.4
Dural41325.0%-28.0
El Blaze42250.0%+0.1
Aoi32166.7%+24.0
Eileen1010.0%-54.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Half Fence34191555.9%+1.3
Low Fence29141548.3%-11.9
Breakable Half Fence27141351.9%-10.2
Full Fence2619773.1%+20.2
Open24101441.7%-17.1
Octagon2215768.2%+9.6
Single Wall20101050.0%-5.2
Rectangle1814477.8%+20.5
Breakable Full Fence1711664.7%+6.3
Full Fence and Open53260.0%+8.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14463.9%57.7%+6.2
No walls7346.6%57.1%-10.5

Walls against open: +16.7 points (95% range +1.7 to +31.7), p 0.029 — a difference this size is unlikely to be chance.

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

calmknight[냠냠] (Rank 30)2026/10/0285362.5%
JOHNFLOE (Rank 28)2026/10/0232166.7%
REDdog.狂犬 (Rank 33)2026/09/1851420.0%
alleni3xvf5ws (Rank 33)2026/09/1832166.7%
orz (Rank 30)2026/09/151311284.6%
zephyr_dural (Rank 29)2026/09/0953260.0%
Gz-KYO (Rank 30)2026/09/0931233.3%
hahaha (Rank 27)2026/09/0932166.7%
ps-splitsecond (Rank 31)2026/09/09106460.0%
motor_colt61 (Rank 34)2026/09/0531233.3%
elf4sale (Rank 30)2026/08/2676185.7%
Manjyu_J (Rank 30)2026/08/24440100.0%
juste (Rank 29)2026/08/24770100.0%
inoshikatyo1007 (Rank 33)2026/08/2431233.3%
hot-milk-www (Rank 29)2026/08/2443175.0%
wcc6181 (Rank 27)2026/08/0554180.0%
seobin_papa (Rank 30)2026/08/0584450.0%
r1s1d8 (Rank 27)2026/08/0554180.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 28)2026/08/0354180.0%
super_great_5 (Rank 27)2026/08/0332166.7%
BeheritX5674 (Rank 29)2026/08/0231233.3%
NoMark/ノーマーク (Rank 28)2026/08/0231233.3%
オムレツハンター© (Rank 31)2026/05/0731233.3%
マーウォ (Rank 32)2026/05/0631233.3%
replicant (Rank 30)2026/03/2876185.7%

Round openings

Every character

Defensive Style: Stinger Low Blow859.2%
Defensive Style: backdash into Stinger Low Blow1P+K717.7%
Offensive Style: Long Barrel Blow495.3%
Defensive Style: backdash into kickK465.0%
Defensive Style: throw escape374.0%
Defensive Style: backdash into evade up303.2%
Defensive Style: backdash into throw escape303.2%
Defensive Style: Back Charge Kick293.1%
Offensive Style: backdash into Bunker Buster9P212.3%
Offensive Style: backdash into throw escape202.2%
Defensive Style: backdash into Sliding Low Kick1K+G181.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP161.7%
Defensive Style: backdash into evade down131.4%
Defensive Style: Ducking Body Blow121.3%
Offensive Style: Sweet Leg Slash121.3%

200 further openings account for the other 437 rounds.

Counted from 226 of the 236 matches played. The rest were not pulled for openings.

Vanessa

Career
468–360 · 56.5%
This season
203 matches · 57.6%
Peak rank
33

First hit in 24.6% of 792 rounds. Won 54.4% of the rounds they struck first, 54.6% of the rounds they were struck first.

Significant Tells

  • On Rectangle stages: attacks straight away in 64.9% of rounds, against 41.4% on the other stages.
  • On Open stages: opens with “Defensive Style: backdash into K kick” in 13.3% of rounds, against 5.2% on the other stages.

How is this tested?

Defensive Style: Stinger Low Blow8510.7%
Defensive Style: backdash into Stinger Low Blow1P+K718.9%
Offensive Style: Long Barrel Blow496.2%
Defensive Style: backdash into kickK465.8%
Defensive Style: throw escape374.6%
Defensive Style: backdash into evade up303.8%
Defensive Style: backdash into throw escape303.8%
Defensive Style: Back Charge Kick293.6%
Offensive Style: backdash into Bunker Buster9P212.6%
Offensive Style: backdash into throw escape202.5%
Defensive Style: backdash into Sliding Low Kick1K+G182.3%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP162.0%
Defensive Style: backdash into evade down131.6%
Defensive Style: Ducking Body Blow121.5%
Offensive Style: Sweet Leg Slash121.5%

143 further openings account for the other 308 rounds.

Counted from 193 of the 203 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
Akira16–6 · 73%4–2 · 67%too few to test
Jacky8–4 · 67%2–3 · 40%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.

10 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
927–903 · 50.7%
This season
33 matches · 54.5%
Peak rank
30

First hit in 44.2% of 129 rounds. Won 64.9% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down118.5%
Low Spin Kick1K+G97.0%
backdash into throw escape75.4%
backdash into Long Stride Back Knuckle4P+K64.7%
backdash into Spin Heel Sword4K+G64.7%
backdash into throwP+G53.9%
backdash into High Angle Upper Kick6K43.1%
backdash into evade up43.1%
Dash Hammer Kick66K32.3%
Jab StraightPP into Jab Double StraightPPP32.3%
Slant Back Knuckle1P32.3%
Slant Back Knuckle1P into Rage Kick1PK32.3%
Slide Shuffle (Deflect)4P+K+G into High Angle Upper Kick6K32.3%
backdash into Dash Hammer Kick66K32.3%
backdash into Double Back Knuckle4PP32.3%

42 further openings account for the other 56 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 (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

  • Vanessa: 2 of 15 tests hold up
  • Jacky: not tested (too few rounds)