VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

VEPPAN/NOGI

  • Jacky
  • Jeffry
  • Lion
Career matches927
Career win rate65.4%
Round win rate58.7%
Peak rank36
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1740 #629 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

Vanessa3654336018366.3%
Jacky312311438861.9%
Pai—119774264.7%
Jean—1713476.5%
Jeffry271512380.0%
Goh—1010.0%
Lion26110100.0%

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

275 of 441 rounds counted

7.7 inputs a second (461 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.8469210
Vanessa7.243062
Lion8.75243

By opponent's character

Wolf8.249029
Goh7.746431
Akira7.746247
Jacky7.746432
Lion8.651414
Jean7.242930
Sarah7.847123
Brad7.44435
Jeffry7.14268
Shun7.74639
Aoi7.04198
Taka7.444415
El Blaze8.34965
Lau7.142710
Vanessa7.84679

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

Wolf159660.0%-12.6
Goh139469.2%-2.7
Akira115645.5%-25.4
Jacky117463.6%-3.2
Kage97277.8%+15.2
Lion87187.5%+17.5
Jean73442.9%-25.9
Sarah65183.3%+20.3
Brad440100.0%+32.0
Jeffry43175.0%+9.5
Shun42250.0%-15.4
Aoi330100.0%+34.8
Taka32166.7%+12.8
El Blaze21150.0%-17.1
Lau21150.0%-27.8
Vanessa220100.0%+46.7
Eileen110100.0%+33.1

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 Half Fence1610662.5%-3.0
Full Fence168850.0%-22.6
Octagon138561.5%-8.3
Half Fence118372.7%+6.2
Low Fence117463.6%-6.7
Rectangle119281.8%+24.5
Open86275.0%+4.5
Full Fence and Open76185.7%+21.8
Breakable Full Fence54180.0%+6.1
Single Wall53260.0%-9.5

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
Walls7265.3%66.8%-1.5
No walls2466.7%69.9%-3.2

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

hihoyoho (Rank 31)2026/10/1521150.0%
獣王(設定2) (Rank 31)2026/10/122020.0%
HIROCHILL (Rank 29)2026/10/122020.0%
エリオ (Rank 38)2026/10/10220100.0%
ニトロ (Rank 33)2026/10/10220100.0%
umiyama_kai (Rank 37)2026/09/3053260.0%
ATSHSHI (Rank 32)2026/09/30220100.0%
無槪念野獸/무개념야수 (Rank 28)2026/08/17220100.0%
りんごはむ@YouTube (Rank 28)2026/08/17220100.0%
嘩撃 (Rank 31)2026/07/3131233.3%
vf_akira_love (Rank 32)2026/07/3131233.3%
motor_colt61 (Rank 34)2026/07/30220100.0%
滝太郎(Takitarou) (Rank 34)2026/07/3032166.7%
AzaeManV (Rank 29)2026/07/27220100.0%
お~ちゃん (Rank 33)2026/07/2732166.7%
嫌いな上司に神威 (Rank 33)2026/07/2521150.0%
REDdog.狂犬 (Rank 33)2026/07/25220100.0%
jikacho-Gigas (Rank 33)2026/05/0531233.3%
masabon734 (Rank 26)2026/04/2532166.7%
ER_higante (Rank 28)2026/04/2531233.3%
フルレバ (Rank 30)2026/04/2321150.0%
E-BB1 (Rank 27)2026/04/22220100.0%
stepan_BVFA (Rank 36)2026/04/1553260.0%
デネ (Rank 36)2026/04/02330100.0%
W_takahashi_LJ (Rank 36)2026/03/2821150.0%

Round openings

Every character

backdash into evade up6718.3%
evade up into evade down143.8%
crouch into Low Spin Kick1K+G92.5%
evade up into crouch dash forward92.5%
Defensive Style: backdash into evade down82.2%
Defensive Style: backdash into evade up82.2%
Offensive Style: backdash into evade down82.2%
backdash into Spin Heel Sword4K+G71.9%
backdash into punchP71.9%
crouch into Squat Straight2P71.9%
backdash into evade down61.6%
Offensive Style: backdash into evade up51.4%
backdash into Beat KnuckleP+K51.4%
backdash into Body Blow3P+K51.4%
backdash into throwP+G51.4%

124 further openings account for the other 197 rounds.

Counted from 88 of the 105 matches played. The rest were not pulled for openings.

Jacky

Career
143–88 · 61.9%
This season
72 matches · 65.3%
Peak rank
31

First hit in 40.3% of 243 rounds. Won 63.3% of the rounds they struck first, 57.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up6024.7%
evade up into evade down135.3%
crouch into Low Spin Kick1K+G93.7%
evade up into crouch dash forward83.3%
backdash into Spin Heel Sword4K+G72.9%
backdash into punchP72.9%
crouch into Squat Straight2P72.9%
backdash into evade down62.5%
backdash into Beat KnuckleP+K52.1%
backdash into Body Blow3P+K52.1%
backdash into throwP+G52.1%
backdash into Slant Back Knuckle1P41.6%
crouch dash back into Spin Heel Sword4K+G41.6%
forward movement into Jab StraightPP41.6%
punchP into Punch High KickPK41.6%

61 further openings account for the other 95 rounds.

Counted from 59 of the 72 matches played. The rest were not pulled for openings.

Vanessa

Career
360–183 · 66.3%
This season
28 matches · 71.4%
Peak rank
36

First hit in 18.3% of 104 rounds. Won 68.4% of the rounds they struck first, 55.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into evade down87.7%
Defensive Style: backdash into evade up87.7%
Offensive Style: backdash into evade down87.7%
Offensive Style: backdash into evade up54.8%
Defensive Style: backdash into punchP43.9%
Defensive Style: forward dash into evade up43.9%
Offensive Style: backdash into Heel Kick6K+G43.9%
Defensive Style: Stinger Low Blow32.9%
Defensive Style: crouch into Bone Crush Middle3K32.9%
Offensive Style: backdash into throw escape32.9%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K21.9%
Defensive Style: Shadow Slicer into kickK21.9%
Defensive Style: backdash into Back Knuckle6P21.9%
Defensive Style: forward dash into Back Knuckle6P21.9%
Offensive Style: backdash into Spinning Savate66K+G21.9%

40 further openings account for the other 44 rounds.

Counted from 24 of the 28 matches played. The rest were not pulled for openings.

Jeffry

Career
12–3 · 80.0%
This season
4 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up635.3%
backdash into Body CrushP+K15.9%
backdash into Ducking Low2K+G15.9%
backdash into Stunner KnuckleKP15.9%
backdash into crouch dash forward15.9%
crouch dash back into kickK15.9%
crouch into Low Knuckle2P15.9%
evade up into crouch dash forward15.9%
evade up into evade down15.9%
evade up into punchP15.9%
forward movement into punchP15.9%
punchP into crouch dash forward15.9%

Lion

Career
1–0 · 100.0%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up133.3%
crouch into Dantai3K133.3%
evade up into punchP133.3%

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)
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)