VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Vanessa

Perfect-Taro_100

  • Wolf
  • Goh
  • Jacky
Career matches455
Career win rate60.0%
Round win rate54.1%
Peak rank25
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1313 Not ranked yet: the list needs 50 matches. See 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

Vanessa2533219513758.7%
Wolf2281503161.7%
Goh2039271269.2%
Jacky231233.3%

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

229 of 229 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.8408178
Wolf6.538932
Goh6.840616
Jacky7.34383

By opponent's character

Aoi6.739962
Akira6.740324
Pai7.444219
Vanessa6.237318
Sarah7.142418
Shun6.941714
Wolf7.746415
Eileen6.740413
Jacky6.539012
Goh6.03588
Jeffry6.639810
Kage6.63968
Lion7.04173
Taka6.53905

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

Aoi168850.0%-11.4
Akira63350.0%-11.9
Pai52340.0%-15.0
Vanessa550100.0%+56.3
Sarah43175.0%+22.5
Shun42250.0%+2.3
Wolf43175.0%+30.7
Eileen32166.7%-1.0
Jacky330100.0%+38.9
Goh2020.0%-65.3
Jeffry2020.0%-76.8
Kage2020.0%-55.0
Lion110100.0%+24.1
Taka110100.0%+50.9

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 Fence137653.9%-5.2
Full Fence127558.3%-2.7
Rectangle73442.9%-9.0
Half Fence64266.7%+9.1
Low Fence53260.0%+1.9
Octagon53260.0%+2.8
Breakable Full Fence330100.0%+47.4
Full Fence and Open220100.0%+54.8
Single Wall2020.0%-71.3

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
Walls4658.7%57.3%+1.4
No walls742.9%61.3%-18.4

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

ishida (Rank 13)550100.0%
あかげら (Rank 21)31233.3%
亀 (Rank 25)31233.3%
김코난 (Rank 26)31233.3%
hexa-RAh (Rank 25)21150.0%
kimxxxtt (Rank 23)21150.0%
ttfour@サラしかできないw (Rank 24)220100.0%
あなたのかみさま (Rank 24)220100.0%
かみのぎBK (Rank 14)2020.0%
こて (Rank 28)220100.0%
しろ☆おび。@のびしろF (Rank 26)2020.0%
ゆずらいち (Rank 13)220100.0%
保坂 縁 (Rank 11)220100.0%
委員ちょ (Rank 21)21150.0%
流形 (Rank 11)220100.0%
聖☆奈♡♡ (Rank 25)21150.0%
落魄豬肉咖 (Rank 17)220100.0%
민족의영웅리재명 (Rank 27)2020.0%
Lacid (Rank 21)110100.0%
Wonda15426 (Rank 27)1010.0%
lemon-sour (Rank 22)1010.0%
neary (Rank 22)1010.0%
らっしゅ (Rank 21)1010.0%
サーちゃん (Rank 22)110100.0%
ボンボン俺シール (Rank 25)110100.0%

Most played opponents, most recent first

こて (Rank 28)2026/09/23220100.0%
김코난 (Rank 26)2026/09/1031233.3%
あなたのかみさま (Rank 24)2026/09/09220100.0%
しろ☆おび。@のびしろF (Rank 26)2026/09/062020.0%
kimxxxtt (Rank 23)2026/09/0621150.0%
민족의영웅리재명 (Rank 27)2026/08/232020.0%
亀 (Rank 25)2026/08/2231233.3%
lemon-sour (Rank 22)2026/08/211010.0%
サーちゃん (Rank 22)2026/08/20110100.0%
委員ちょ (Rank 21)2026/08/2021150.0%
neary (Rank 22)2026/08/181010.0%
Lacid (Rank 21)2026/08/18110100.0%
Wonda15426 (Rank 27)2026/08/171010.0%
ボンボン俺シール (Rank 25)2026/08/17110100.0%
あかげら (Rank 21)2026/08/0331233.3%
らっしゅ (Rank 21)2026/08/021010.0%
ttfour@サラしかできないw (Rank 24)2026/07/23220100.0%
流形 (Rank 11)2026/07/21220100.0%
hexa-RAh (Rank 25)2026/07/1521150.0%
聖☆奈♡♡ (Rank 25)2026/07/1421150.0%
落魄豬肉咖 (Rank 17)2026/07/06220100.0%
ゆずらいち (Rank 13)2026/07/06220100.0%
ishida (Rank 13)2026/07/05550100.0%
保坂 縁 (Rank 11)2026/07/05220100.0%
かみのぎBK (Rank 14)2026/07/052020.0%

Round openings

Every character

Offensive Style: forward movement into punchP3314.4%
Offensive Style: backdash into Bunker Buster9P2711.8%
Defensive Style: Stinger Low Blow177.4%
Offensive Style: Pile Bunker104.4%
Offensive Style: forward movement into Jab~High KickPK73.1%
forward movement into punchP73.1%
Offensive Style: HAWK Strike52.2%
Offensive Style: forward movement into kickK52.2%
Offensive Style: punch41.8%
backdash into Rolling Elbow43P41.8%
Offensive Style: Bunker Buster31.3%
Offensive Style: forward dash into throwP+G31.3%
Offensive Style: guard31.3%
Rolling Savate6K+G31.3%
backdash into Karura4P+K31.3%

73 further openings account for the other 95 rounds.

Vanessa

Career
195–137 · 58.7%
This season
45 matches · 57.8%
Peak rank
25

First hit in 36.0% of 178 rounds. Won 64.1% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: forward movement into punchP3318.5%
Offensive Style: backdash into Bunker Buster9P2715.2%
Defensive Style: Stinger Low Blow179.6%
Offensive Style: Pile Bunker105.6%
Offensive Style: forward movement into Jab~High KickPK73.9%
Offensive Style: HAWK Strike52.8%
Offensive Style: forward movement into kickK52.8%
Offensive Style: punch42.2%
Offensive Style: Bunker Buster31.7%
Offensive Style: forward dash into throwP+G31.7%
Offensive Style: guard31.7%
Defensive Style: Switch Shoulder21.1%
Defensive Style: Wheel Kick21.1%
Defensive Style: Wind Elbow21.1%
Offensive Style: Long Barrel Blow21.1%

45 further openings account for the other 53 rounds.

Wolf

Career
50–31 · 61.7%
This season
8 matches · 50.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP515.6%
backdash into Rolling Elbow43P412.5%
Rolling Savate6K+G39.4%
crouch into Low Drop Kick62K39.4%
Comet Hook1P into Knuckle Part1PP26.2%
Knee Lift6K into crouch26.2%
Tomahawk Chop9P26.2%
forward dash into throwP+G26.2%
forward movement into Elbow Butt4P26.2%
throwP+G26.2%
Pounding Elbow9P+K into guardG13.1%
forward movement into crouch13.1%
forward movement into throwP+G13.1%
guardG into Pounding Elbow9P+K13.1%
punchP13.1%

Goh

Career
27–12 · 69.2%
This season
4 matches · 50.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K318.8%
crouch into Denkou3PP212.5%
crouch into Raikou3P212.5%
Raikou3P into Kirin33P16.2%
Raikou3P into evade down16.2%
Soukyu46P into forward dash16.2%
backward movement into Hiji'ate6P16.2%
forward movement into Shouda~KasumigoroshiPK16.2%
forward movement into punchP16.2%
guardG16.2%
no input16.2%
punchP into kickK16.2%

Jacky

Career
1–2 · 33.3%
This season
1 matches · 100.0%
Peak rank
2

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Spinning Back Knuckle4P into Double Back Knuckle4PP133.3%
forward movement into Jab Double StraightPPP133.3%
forward movement 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

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