VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

ぶひっサ

  • Jacky
  • Wolf
Career matches6,882
Career win rate50.9%
Round win rate49.6%
Peak rank38
Distinct opponents306
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1773 #471 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

Vanessa384,9342,4922,44250.5%
Wolf291,24463760751.2%
Jacky2970437732753.5%

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

3,186 of 3,866 rounds counted

9.7 inputs a second (584 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa9.75822,998
Jacky10.2612188

By opponent's character

Kage9.7583299
Jacky9.9595307
Akira9.8590253
Wolf9.5572281
Sarah9.9595218
Jean9.6574183
Lau10.0598182
Vanessa9.9594134
Jeffry9.5572156
Lei Fei9.6577180
Goh9.7580159
Pai9.7582131
Lion10.0601119
Shun9.9595146
Brad9.4565124
Aoi9.8586104
El Blaze9.8588113
Taka8.953651
Eileen9.758143
Dural8.75223

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

Kage81423951.9%+5.0
Jacky79334641.8%-10.2
Akira76403652.6%+3.0
Wolf74373750.0%+0.3
Sarah73304341.1%-10.1
Jean59322754.2%+4.5
Lau52252748.1%-3.7
Vanessa52351767.3%+17.6
Jeffry50311962.0%+9.6
Lei Fei45242153.3%+1.7
Goh43232053.5%-2.5
Pai43162737.2%-9.1
Lion38211755.3%+11.4
Shun37231462.2%+11.9
Brad36142238.9%-12.4
Aoi32181456.2%+3.9
El Blaze30161453.3%+1.3
Taka1631318.8%-24.1
Eileen123925.0%-19.6
Dural2020.0%-56.1

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Low Fence112625055.4%+6.0
Breakable Full Fence110595153.6%+5.9
Half Fence98435543.9%-7.1
Rectangle92474551.1%+1.0
Full Fence90523857.8%+7.6
Breakable Half Fence86394745.4%-5.8
Open84444052.4%+1.9
Single Wall83354842.2%-7.9
Octagon81394248.1%-2.8
Full Fence and Open52272551.9%+2.1

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
Walls55750.1%50.1%-0.0
No walls27950.5%50.0%+0.5

Walls against open: -0.5 points (95% range -7.6 to +6.5), p 0.885 — 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

banjar (Rank 38)2026/07/29138561.5%
Estark0301 (Rank 38)2026/07/2972528.6%
zakisan (Rank 36)2026/07/29106460.0%
joechou222 (Rank 36)2026/07/28105550.0%
interceptor (Rank 40)2026/07/2872528.6%
cyomiko (Rank 39)2026/07/2871614.3%
FoooooL (Rank 35)2026/07/2762433.3%
gobigobipai221 (Rank 38)2026/07/2773442.9%
アナパイ1973 (Rank 39)2026/07/2781712.5%
SEGIRL7 (Rank 35)2026/07/2784450.0%
mahiro_725 (Rank 37)2026/07/2792722.2%
イイクルーン (Rank 38)2026/07/27103730.0%
うるヲ参拾 (Rank 39)2026/07/271951426.3%
ねこむーと (Rank 37)2026/07/272011955.0%
影虎 (Rank 32)2026/07/2683537.5%
fuuchanakira (Rank 33)2026/07/2675271.4%
moto__666 (Rank 38)2026/07/2664266.7%
hattori1357 (Rank 37)2026/07/2173442.9%
ボブソン (Rank 37)2026/07/1386275.0%
sueokisonomama (Rank 32)2026/06/2975271.4%
Umemon2026 (Rank 36)2026/06/2271614.3%
まっきーさん (Rank 38)2026/06/1994544.4%
フルレバ (Rank 36)2026/06/0973442.9%
becks_r3 (Rank 36)2026/05/2975271.4%
ばねばば (Rank 31)2026/05/1573442.9%

Round openings

Every character

Offensive Style: backdash into back kick+guard4K+G2767.1%
Defensive Style: Wind Elbow into forward movement1393.6%
Defensive Style: evade down into guardG1143.0%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K1032.7%
Offensive Style: Back Charge Kick962.5%
Defensive Style: evade down into forward dash902.3%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP802.1%
Defensive Style: Wind Elbow into Back Knuckle6P721.9%
Defensive Style: backdash into evade down671.7%
Offensive Style: Long Barrel Blow into Body Blow~Bullet Hook6PP661.7%
Offensive Style: evade down into forward dash601.6%
Defensive Style: evade down into crouch dash forward491.3%
Offensive Style: forward dash into Body Blow~Bullet Hook6PP481.2%
Defensive Style: Stinger Low Blow451.2%
Offensive Style: evade down into guardG451.2%

665 further openings account for the other 2,520 rounds.

Vanessa

Career
2,492–2,442 · 50.5%
This season
876 matches · 49.1%
Peak rank
38

First hit in 26.1% of 3,641 rounds. Won 53.1% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 34.8% of rounds, against 17.9% in their other rounds.
  • Against Sarah: backs off first in 34.5% of rounds, against 21.8% against everyone else.
  • After opening the round before by waiting: waits first in 10.8% of rounds, against 2.3% after anything else.
  • After losing a round: attacks straight away in 36.8% of rounds, against 29.8% after winning one.
  • When the score is level: backs off first in 30.8% of rounds, against 23.6% when ahead or behind.
  • In round 4 or later: opens with “Offensive Style: backdash into 4K+G back kick+guard” in 13.7% of rounds, against 5.1% in their other rounds.
  • Against Akira: opens with “Defensive Style: Shadow Slicer into 6K Cut-in Knee Kick” in 7.6% of rounds, against 2.4% against everyone else.
  • After winning a round: opens with “Offensive Style: backdash into 4K+G back kick+guard” in 11.4% of rounds, against 7.4% after losing one.
  • When the score is level: opens with “Offensive Style: backdash into 4K+G back kick+guard” in 13.7% of rounds, against 6.6% when ahead or behind.

How is this tested?

Offensive Style: backdash into back kick+guard4K+G2767.5%
Defensive Style: Wind Elbow into forward movement1393.8%
Defensive Style: evade down into guardG1143.1%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K1032.8%
Offensive Style: Back Charge Kick962.6%
Defensive Style: evade down into forward dash902.5%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP802.2%
Defensive Style: Wind Elbow into Back Knuckle6P722.0%
Defensive Style: backdash into evade down671.8%
Offensive Style: Long Barrel Blow into Body Blow~Bullet Hook6PP661.8%
Offensive Style: evade down into forward dash601.6%
Defensive Style: evade down into crouch dash forward491.3%
Offensive Style: forward dash into Body Blow~Bullet Hook6PP481.3%
Defensive Style: Stinger Low Blow451.2%
Offensive Style: evade down into guardG451.2%

571 further openings account for the other 2,307 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky15–23 · 39%13–15 · 46%too few to test
Kage21–18 · 54%14–14 · 50%too few to test
Akira25–22 · 53%7–11 · 39%too few to test
Wolf28–27 · 51%7–7 · 50%too few to test
Sarah15–22 · 41%11–14 · 44%too few to test
Lau10–17 · 37%6–7 · 46%too few to test
Jean11–14 · 44%12–5 · 71%too few to test
Jeffry20–10 · 67%6–4 · 60%too few to test
Vanessa14–11 · 56%11–6 · 65%too few to test
Lei Fei12–13 · 48%10–6 · 62%too few to test
Pai9–18 · 33%3–7 · 30%too few to test
Goh9–11 · 45%9–4 · 69%too few to test
Lion13–14 · 48%7–1 · 88%too few to test
Brad10–7 · 59%2–13 · 13%too few to test
Shun17–9 · 65%3–4 · 43%too few to test
El Blaze12–8 · 60%4–6 · 40%too few to test
Aoi10–7 · 59%3–4 · 43%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.

How is this tested?

Jacky

Career
377–327 · 53.5%
This season
48 matches · 66.7%
Peak rank
29

First hit in 55.9% of 188 rounds. Won 68.6% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG189.6%
evade down into forward dash168.5%
backdash into Spin Heel Sword4K+G84.3%
evade down into crouch dash forward84.3%
crouch dash forward into evade down63.2%
evade down63.2%
forward dash into evade down63.2%
Dash Hammer Kick66K into High Angle Upper Kick6K52.7%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward42.1%
crouch dash forward into guardG42.1%
evade down into Bil Jee6P+K42.1%
evade down into backdash42.1%
evade down into throwP+G42.1%
evade down into throw escape42.1%
punchP42.1%

68 further openings account for the other 87 rounds.

Wolf

Career
637–607 · 51.2%
This season
6 matches · 66.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG520.0%
evade down into forward dash416.0%
Elbow Butt4P14.0%
Elbow Butt4P into Low Hammer2P14.0%
Gasp Kneel Palm Bomb6P+K into Body Blow6P14.0%
Low Hammer2P into backdash14.0%
crouch dash forward into forward dash14.0%
evade down14.0%
evade down into Elbow Butt4P14.0%
evade down into Heavy Toe Kick4K+G14.0%
evade down into throwP+G14.0%
evade down into throw escape14.0%
forward dash into evade down14.0%
forward movement into Elbow Butt4P14.0%
forward movement into punchP14.0%

3 further openings account for the other 3 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: 9 of 16 tests hold up
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)