VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

bodysnatcher

  • Vanessa
  • Jacky
  • Kage
  • Goh
  • Brad
  • Jeffry
  • Wolf
  • Eileen
Career matches8,625
Career win rate37.2%
Round win rate43.7%
Peak rank24
Distinct opponents142
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1189 #3,457 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

Aoi231,9646811,28334.7%
Wolf231,52456196336.8%
Jacky231,25948577438.5%
Kage221,08339169236.1%
Goh2298636961737.4%
Jeffry2487734453339.2%
Vanessa2361424337139.6%
Sarah—174849048.3%
Brad2087305734.5%
Pai—56233341.1%
Eileen161010.0%

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

1,036 of 1,307 rounds counted

6.4 inputs a second (385 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.3380771
Aoi6.840965
Jacky6.6398140
Goh6.740117
Brad7.444312
Jeffry6.136812
Wolf6.136612
Eileen6.73997

By opponent's character

Jacky6.3381142
Akira6.3376125
Wolf6.4385118
Aoi6.136789
Jeffry6.237489
Shun6.639468
Pai6.740466
El Blaze6.538856
Sarah6.740241
Lion6.639846
Lau6.639647
Goh6.538743
Brad7.645613
Kage6.136833
Lei Fei6.840514
Vanessa6.237516
Jean5.834812
Eileen6.84107
Taka7.243011

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

Jacky47163134.0%-8.4
Akira41212051.2%+14.3
Wolf37211656.8%+23.0
Aoi2591636.0%+2.7
Jeffry2261627.3%-16.5
Shun22101245.5%+6.9
Pai1921710.5%-22.0
El Blaze168850.0%+12.7
Sarah167943.8%+4.5
Lion1431121.4%-13.1
Lau135838.5%-7.1
Goh125741.7%-0.6
Brad84450.0%+8.6
Kage83537.5%+6.7
Lei Fei71614.3%-16.8
Vanessa72528.6%-10.4
Jean62433.3%-8.2
Eileen41325.0%-17.1
Taka4040.0%-53.9

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Breakable Full Fence45202544.4%+4.8
Breakable Half Fence39112828.2%-11.0
Full Fence37191851.4%+13.9
Half Fence37112629.7%-11.8
Rectangle32151746.9%+8.9
Low Fence29151451.7%+8.4
Open2891932.1%-0.9
Single Wall2561924.0%-12.8
Full Fence and Open2071335.0%-1.1
Octagon1221016.7%-14.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20238.6%38.7%-0.1
No walls8236.6%37.8%-1.2

Walls against open: +1.1 points (95% range -11.9 to +14.0), p 0.873 — 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

ts10072 (Rank 22)2026/10/0943175.0%
neco (Rank 24)2026/10/0965183.3%
UNIQ (Rank 22)2026/09/2753260.0%
zxyzguy (Rank 24)2026/09/2361516.7%
まなつのかじつ (Rank 22)2026/09/2342250.0%
kota_mofumofu (Rank 24)2026/09/1642250.0%
あかげら (Rank 23)2026/08/3073442.9%
天道酬勤 (Rank 21)2026/08/3051420.0%
yagi[JP] (Rank 23)2026/08/3063350.0%
RX-7FD3S-Type-RS (Rank 23)2026/07/2252340.0%
nekota (Rank 24)2026/07/0382625.0%
ぶー (Rank 21)2026/07/0363350.0%
dalmax72 (Rank 21)2026/06/2995455.6%
wh-ida2 (Rank 24)2026/06/1541325.0%
yonchi41 (Rank 22)2026/06/1253260.0%
abutora136 (Rank 25)2026/06/124040.0%
misoazy (Rank 24)2026/06/1271614.3%
hitokage-harumo (Rank 20)2026/06/124040.0%
トローリロートル (Rank 22)2026/06/1252340.0%
Drunk_Monkey3110 (Rank 23)2026/06/1052340.0%
じょーかー (Rank 21)2026/05/2842250.0%
nihikibito (Rank 23)2026/05/2543175.0%
委員ちょ (Rank 21)2026/05/24440100.0%
potimaru1059 (Rank 21)2026/04/2232166.7%
coo (Rank 19)2026/04/1042250.0%

Round openings

Every character

Defensive Style: punch into Jab~BodyPP584.7%
Defensive Style: punch into kickK423.4%
Defensive Style: evade up into Shadow Slicer66K413.3%
Offensive Style: punch into One TwoPP332.7%
Defensive Style: kick into Switch Left SlicerKK312.5%
punchP into NirentotsuPP312.5%
Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK171.4%
Middle Smash6P into Middle Smash Sword6PK171.4%
Defensive Style: Parrying High Kick (Deflect) into kickK161.3%
Defensive Style: kick161.3%
Defensive Style: kick into Heavy HookP+K161.3%
NirentotsuPP into Nirentotsu OuchuPPP161.3%
evade up into backdash151.2%
Offensive Style: Body Blow into Pile Bunker6P+K141.1%
Defensive Style: Back Knuckle into Back Knuckle High6PK131.1%

337 further openings account for the other 857 rounds.

Counted from 310 of the 324 matches played. The rest were not pulled for openings.

Vanessa

Career
243–371 · 39.6%
This season
220 matches · 39.1%
Peak rank
23

First hit in 32.4% of 816 rounds. Won 50.0% of the rounds they struck first, 38.6% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “Defensive Style: punch into PP Jab~Body” in 11.6% of rounds, against 5.5% in their other rounds.

How is this tested?

Defensive Style: punch into Jab~BodyPP587.0%
Defensive Style: punch into kickK425.1%
Defensive Style: evade up into Shadow Slicer66K415.0%
Offensive Style: punch into One TwoPP334.0%
Defensive Style: kick into Switch Left SlicerKK313.8%
Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK172.1%
Defensive Style: Parrying High Kick (Deflect) into kickK161.9%
Defensive Style: kick161.9%
Defensive Style: kick into Heavy HookP+K161.9%
Offensive Style: Body Blow into Pile Bunker6P+K141.7%
Defensive Style: Back Knuckle into Back Knuckle High6PK131.6%
Defensive Style: evade up into backdash131.6%
Defensive Style: evade up into forward dash131.6%
Offensive Style: forward movement into Jab~High KickPK131.6%
Offensive Style: forward movement into One TwoPP131.6%

187 further openings account for the other 478 rounds.

Counted from 207 of the 220 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
Jacky7–12 · 37%2–8 · 20%too few to test
Akira12–13 · 48%1–2 · 33%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.

13 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
681–1,283 · 34.7%
This season
47 matches · 36.2%
Peak rank
23

First hit in 53.1% of 177 rounds. Won 44.7% of the rounds they struck first, 38.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into NirentotsuPP3117.4%
NirentotsuPP into Nirentotsu OuchuPPP169.0%
evade up into Sou'unha66K126.7%
down punch+kick2P+K84.5%
kickK into Sayo'arashiP+K84.5%
Ouda6P+K into kickK73.9%
Ouda6P+K into Oushu Hiji'ate6P+KP63.4%
evade up into backdash63.4%
evade up into forward dash63.4%
punchP into kickK63.4%
kickK52.8%
Ouda6P+K42.2%
evade down into forward dash42.2%
Ouda6P+K into Sayo'arashiP+K31.7%
Tenchi In'youP+K+G31.7%

41 further openings account for the other 53 rounds.

Jacky

Career
485–774 · 38.5%
This season
40 matches · 35.0%
Peak rank
23

First hit in 53.1% of 160 rounds. Won 50.6% of the rounds they struck first, 41.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P into Middle Smash Sword6PK1710.6%
evade down into Dash Hammer Kick66K138.1%
evade up into Dash Hammer Kick66K127.5%
punchP into Jab StraightPP127.5%
Jab StraightPP into Jab Double StraightPPP74.4%
Middle Smash6P into Bil Jee6P+K74.4%
evade up into backdash74.4%
Dash Hammer Kick66K63.8%
evade up into High Angle Upper Kick6K53.1%
punchP42.5%
Middle Smash6P21.2%
Spinning Back Knuckle4P into Chopping Blow2P+K21.2%
Spinning Back Knuckle4P into Spinning Arm Kick4PK21.2%
Spinning KickK+G21.2%
evade down into forward dash21.2%

50 further openings account for the other 60 rounds.

Counted from 39 of the 40 matches played. The rest were not pulled for openings.

Kage

Career
391–692 · 36.1%
This season
6 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into ResshouPP416.0%
evade up into Tsumujigeri2K+G312.0%
evade up into guardG312.0%
Engetsugeri9K+G28.0%
ResshouPP into RekkukyakuPPK28.0%
evade down into Tsumujigeri2K+G28.0%
backdash into backward movement14.0%
crouch into Shippuzan3PP14.0%
evade down into Nirenkyaku3KK14.0%
evade down into Soumenwari1P+K14.0%
evade up into Rakujin Gaeri44P14.0%
evade up into Rasen4P14.0%
evade up into Rasen Urageri4PK14.0%
evade up into backdash14.0%
forward movement into ResshouPP14.0%

Brad

Career
30–57 · 34.5%
This season
3 matches · 66.7%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jab StraightPP into Combination UpperPPP216.7%
Combination UpperPPP into Combo Double KneePPPK18.3%
High Spin KickK+G18.3%
High Spin KickK+G into crouch18.3%
Sharp Shoot1P18.3%
evade up into Turn Savate44K18.3%
evade up into backdash18.3%
guardG18.3%
kickK18.3%
punchP into Ten Kao6K18.3%
punchP into kickK18.3%

Jeffry

Career
344–533 · 39.2%
This season
3 matches · 0.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P into Elbow Hammer6PP216.7%
punchP into kickK216.7%
Double KnucklePP into Double Knuckle~UpperPPP18.3%
Knee Attack6K18.3%
Middle Hell Stab6P+K18.3%
Sunlit Body Upper3P+K into forward dash18.3%
evade up into Elbow Hammer6PP18.3%
evade up into forward dash18.3%
kickK into Body CrushP+K18.3%
punchP into Double KnucklePP18.3%

Wolf

Career
561–963 · 36.8%
This season
3 matches · 66.7%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K325.0%
Body Blow6P into Rolling Back Elbow6PP+K216.7%
Gasp Kneel Palm Bomb6P+K18.3%
Level Back CrushP+K18.3%
backdash18.3%
evade up into Quick Shoulder66P+K18.3%
guardG18.3%
guardG into Heavy Middle Kick3K+G18.3%
kickK into Double High KickKK18.3%

Eileen

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Enkou Nyurin66P114.3%
evade up into throwP+G114.3%
evade up into up-back punch7P114.3%
forward movement into RententaiPK114.3%
guardG114.3%
kickK114.3%
punchP into Enkou RensouPP114.3%

Not counted here: Goh. Their matches were not pulled for openings.

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: 1 of 15 tests hold up
  • Aoi: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Eileen: not tested (too few rounds)