VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

LaikaCameBack!!

  • Jacky
  • Wolf
  • Pai
  • Goh
Career matches13,623
Career win rate49.9%
Round win rate49.4%
Peak rank38
Distinct opponents860
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1712 #750 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

Vanessa386,9273,4533,47449.9%
Jacky344,6862,3062,38049.2%
Wolf321,24863960951.2%
Kage—39220219051.5%
Eileen—33918215753.7%
Pai2627131448.1%
Goh2641325.0%

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

13,047 of 15,764 rounds counted

10.2 inputs a second (615 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky10.56318,560
Vanessa9.75824,474
Wolf11.266913

By opponent's character

Akira10.66341,730
Jacky10.56281,341
Wolf10.46271,075
Jeffry9.8590730
Pai10.1609787
Sarah10.4622799
Goh10.2612756
Jean10.0599780
Lau10.4623690
Kage10.1603648
Aoi10.1607549
Brad9.6578519
Shun10.6636573
Lei Fei9.9596447
Vanessa10.1608459
Lion10.3621384
El Blaze10.0602384
Eileen9.9592198
Taka9.8590160
Dural10.864738

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

Akira46422324148.1%+0.6
Jacky36618218449.7%-0.6
Wolf29714715049.5%-1.5
Jeffry23110912247.2%-1.1
Pai22711910852.4%+3.6
Sarah22510611947.1%-2.1
Goh21510710849.8%-0.4
Jean21410011446.7%-2.2
Lau21110011147.4%-2.3
Kage2027612637.6%-8.6
Aoi176928452.3%+4.2
Brad1747210241.4%-5.6
Shun166957157.2%+8.7
Lei Fei144836157.6%+9.5
Vanessa139845560.4%+11.9
Lion132735955.3%+3.9
El Blaze130577343.9%-5.8
Eileen60204033.3%-17.5
Taka45212446.7%+0.7
Dural95455.6%+6.8

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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 Fence41420221248.8%+0.1
Breakable Half Fence39517921645.3%-4.9
Rectangle38817321544.6%-4.7
Open38017720346.6%-2.6
Full Fence37819917952.6%+4.3
Octagon37718918850.1%+1.8
Breakable Full Fence37618818850.0%+0.7
Half Fence37318219148.8%+0.1
Single Wall37219218051.6%+3.0
Full Fence and Open175948153.7%+4.7

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
Walls2,28748.5%49.0%-0.5
No walls1,16649.0%48.8%+0.1

Walls against open: -0.6 points (95% range -4.3 to +3.1), p 0.752 — 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

沼男(ヌマヲ) (Rank 34)2026/10/161913668.4%
Uecchi-Ver53 (Rank 31)2026/10/142920969.0%
joechou222 (Rank 36)2026/10/14189950.0%
KillBill (Rank 31)2026/10/142181338.1%
ヘニオ (Rank 35)2026/10/1436181850.0%
都筑まもる君 (Rank 31)2026/10/1222101245.5%
private-ryan-yk (Rank 30)2026/10/112191242.9%
zephyr_dural (Rank 32)2026/10/102091145.0%
∈挙動不審∋ (Rank 35)2026/10/022081240.0%
NO-NAMENANASI774 (Rank 35)2026/10/022291340.9%
igyoken55 (Rank 30)2026/10/022071335.0%
west-muta (Rank 32)2026/10/022391439.1%
alleni3xvf5ws (Rank 32)2026/09/291881044.4%
クロサギ@はなちゃん (Rank 33)2026/09/2827141351.9%
ラオゥ (Rank 27)2026/09/281810855.6%
hattori1357 (Rank 35)2026/09/2834161847.1%
へっぽこラウ (Rank 34)2026/09/271951426.3%
kampfarkz (Rank 34)2026/09/182391439.1%
fixed-star_61 (Rank 35)2026/09/15168850.0%
どろパイ (Rank 30)2026/09/151911857.9%
Wallaby360 (Rank 34)2026/09/111712570.6%
lapislazuli (Rank 37)2026/09/02189950.0%
ankocat2 (Rank 28)2026/08/291881044.4%
IzumiKyoka_bungo (Rank 32)2026/08/261851327.8%
いえす (Rank 40)2026/06/122251722.7%

Round openings

Every character

evade down into guardG7034.8%
Offensive Style: backdash into back kick+guard4K+G4613.2%
backdash into evade down3522.4%
evade down into forward dash3102.1%
evade down into crouch dash forward2681.9%
Defensive Style: Wind Elbow into forward movement2601.8%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K1951.3%
Defensive Style: evade down into guardG1951.3%
Offensive Style: Back Charge Kick1701.2%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP1661.1%
Defensive Style: evade down into forward dash1601.1%
Defensive Style: Wind Elbow into Back Knuckle6P1471.0%
backdash into Spin Heel Sword4K+G1441.0%
Dash Hammer Kick66K into High Angle Upper Kick6K1320.9%
evade down into backdash1310.9%

1,364 further openings account for the other 10,717 rounds.

Counted from 3,516 of the 3,827 matches played. The rest were not pulled for openings.

Jacky

Career
2,306–2,380 · 49.2%
This season
2,082 matches · 48.0%
Peak rank
34

First hit in 55.7% of 7,318 rounds. Won 50.6% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 28.2% of rounds, against 18.7% in their other rounds.
  • Against Wolf: attacks straight away in 34.4% of rounds, against 22.0% against everyone else.
  • After opening the round before by backing off: backs off first in 34.5% of rounds, against 20.8% after anything else.
  • After the opponent opened the round before by backing off: attacks straight away in 23.8% of rounds, against 20.0% after anything else.
  • After losing a round: backs off first in 25.3% of rounds, against 21.6% after winning one.
  • When the score is level: backs off first in 26.0% of rounds, against 21.4% when ahead or behind.
  • Against a Shun on no drinks: evades first in 69.8% of rounds, against 38.8% against a Shun on other counts.
  • In round 4 or later: opens with “backdash into evade down” in 6.5% of rounds, against 4.1% in their other rounds.
  • Against Akira: opens with “backdash into 4K+G Spin Heel Sword” in 3.7% of rounds, against 1.6% against everyone else.
  • On Rectangle stages: opens with “evade down into G guard” in 12.4% of rounds, against 9.2% on the other stages.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 13.6% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “backdash into 4K+G Spin Heel Sword” in 3.0% of rounds, against 1.4% after winning one.
  • When behind: opens with “backdash into 4K+G Spin Heel Sword” in 2.9% of rounds, against 1.7% when ahead or level.

How is this tested?

evade down into guardG6939.4%
backdash into evade down3514.8%
evade down into forward dash3034.1%
evade down into crouch dash forward2643.6%
backdash into Spin Heel Sword4K+G1442.0%
Dash Hammer Kick66K into High Angle Upper Kick6K1321.8%
evade down into backdash1261.7%
forward dash into evade down1231.7%
Slide Shuffle (Deflect)4P+K+G into evade down1131.5%
crouch dash forward into evade down1111.5%
evade down into throw escape1101.5%
punchP into Grave BlowKP1081.5%
evade down1071.5%
evade up into forward dash1071.5%
backward movement into evade down1061.4%

583 further openings account for the other 4,442 rounds.

Counted from 1,773 of the 2,082 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira71–87 · 45%43–46 · 48%-3.5
Jacky59–52 · 53%18–29 · 38%+14.2
Wolf45–42 · 52%20–25 · 44%+8.9
Jeffry36–41 · 47%18–19 · 49%-3.7
Sarah28–38 · 42%16–18 · 47%-1.2
Goh30–35 · 46%19–20 · 49%-3.8
Lau35–31 · 53%15–14 · 52%too few to test
Jean30–39 · 43%7–12 · 37%too few to test
Pai27–26 · 51%21–17 · 55%-4.9
Kage13–27 · 32%11–21 · 34%-4.4
Shun29–19 · 60%10–13 · 43%too few to test
Aoi27–21 · 56%6–7 · 46%too few to test
El Blaze17–18 · 49%11–7 · 61%too few to test
Vanessa22–17 · 56%5–2 · 71%too few to test
Brad9–21 · 30%3–9 · 25%too few to test
Lion14–14 · 50%11–4 · 73%too few to test
Lei Fei15–12 · 56%3–5 · 38%too few to test
Eileen5–16 · 24%3–5 · 38%too few to test
Taka5–6 · 45%4–7 · 36%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

309 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?

Vanessa

Career
3,453–3,474 · 49.9%
This season
1,706 matches · 50.0%
Peak rank
38

First hit in 25.1% of 6,961 rounds. Won 53.5% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 28.4% of rounds, against 15.8% in their other rounds.
  • Against Akira: moves in first in 21.6% of rounds, against 10.3% against everyone else.
  • On Full Fence stages: waits first in 4.1% of rounds, against 1.8% on the other stages.
  • After opening the round before by evading: evades first in 31.9% of rounds, against 27.1% after anything else.
  • After winning a round: backs off first in 24.9% of rounds, against 21.3% after losing one.
  • When the score is level: backs off first in 29.1% of rounds, against 19.7% when ahead or behind.
  • In round 4 or later: opens with “Offensive Style: backdash into 4K+G back kick+guard” in 11.6% of rounds, against 4.7% in their other rounds.
  • Against Akira: opens with “Defensive Style: Shadow Slicer into 6K Cut-in Knee Kick” in 7.0% of rounds, against 2.4% against everyone else.
  • On Rectangle stages: opens with “Defensive Style: Wind Elbow into forward movement” in 6.4% of rounds, against 3.3% on the other stages.
  • After opening the round before with “Offensive Style: backdash into 4K+G back kick+guard”: opens with “Defensive Style: Wind Elbow into forward movement” in 6.6% of rounds, against 3.1% after anything else.
  • After winning a round: opens with “Offensive Style: backdash into 4K+G back kick+guard” in 9.8% of rounds, against 6.1% after losing one.
  • When the score is level: opens with “Offensive Style: backdash into 4K+G back kick+guard” in 10.8% of rounds, against 5.9% when ahead or behind.

How is this tested?

Offensive Style: backdash into back kick+guard4K+G4616.6%
Defensive Style: Wind Elbow into forward movement2603.7%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K1952.8%
Defensive Style: evade down into guardG1952.8%
Offensive Style: Back Charge Kick1702.4%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP1662.4%
Defensive Style: evade down into forward dash1602.3%
Defensive Style: Wind Elbow into Back Knuckle6P1472.1%
Offensive Style: Long Barrel Blow into Body Blow~Bullet Hook6PP1171.7%
Offensive Style: evade down into forward dash1061.5%
Defensive Style: backdash into evade down1021.4%
Defensive Style: Wind Elbow901.3%
Offensive Style: evade down into guardG871.2%
Offensive Style: back kick+guard831.2%
Offensive Style: punch811.1%

710 further openings account for the other 4,595 rounds.

Counted from 1,704 of the 1,706 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
Akira37–48 · 44%32–26 · 55%-11.7
Jacky42–40 · 51%29–23 · 56%-3.2
Pai39–42 · 48%16–15 · 52%-4.6
Wolf33–34 · 49%17–24 · 41%+6.2
Brad34–44 · 44%13–17 · 43%-0.2
Kage26–35 · 43%16–21 · 43%-3.3
Jean31–28 · 53%12–14 · 46%too few to test
Jeffry25–29 · 46%14–13 · 52%too few to test
Goh29–26 · 53%14–9 · 61%too few to test
Aoi26–25 · 51%17–5 · 77%too few to test
Sarah26–16 · 62%10–16 · 38%too few to test
Lau18–20 · 47%15–27 · 36%+5.5
Lei Fei23–17 · 58%14–8 · 64%too few to test
Vanessa24–21 · 53%20–8 · 71%too few to test
Lion14–16 · 47%15–13 · 54%too few to test
El Blaze19–23 · 45%4–17 · 19%too few to test
Shun20–18 · 53%13–5 · 72%too few to test
Eileen6–11 · 35%5–3 · 62%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

2 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?

Wolf

Career
639–609 · 51.2%
This season
30 matches · 43.3%
Peak rank
32

First hit in 46.7% of 122 rounds. Won 56.1% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG108.2%
backdash into Elbow Butt4P64.9%
Screw Hook63214P into Screw Lariat63214PP54.1%
forward movement into Elbow Butt4P54.1%
evade down into backdash43.3%
evade down into crouch dash forward43.3%
evade down into forward dash43.3%
punchP into Hammer KickPK43.3%
backdash into Heavy Middle Kick3K+G32.5%
crouch dash forward into guardG32.5%
evade down into throwP+G32.5%
forward dash into evade down32.5%
Gasp Kneel Palm Bomb6P+K into Dragonfish Blow6PP21.6%
backdash into Dragonfish Blow6PP21.6%
backdash into Short Shoulder46P+K21.6%

54 further openings account for the other 62 rounds.

Pai

Career
13–14 · 48.1%
This season
6 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into forward dash313.6%
crouch into Souanshou3P+K29.1%
Honshin Soukyaku1K+G into Renka Sentai2KK14.5%
Senchuken6P into forward movement14.5%
backdash into Honrakukyaku46K+G14.5%
crouch dash forward into Renka Sentai2KK14.5%
crouch dash forward into throw escape14.5%
crouch into down-back kick1K14.5%
evade down into Ensei SenpukyakuK+G14.5%
evade down into Renkan Tanheki66KP14.5%
evade down into backdash14.5%
evade down into throwP+G14.5%
evade up into backdash14.5%
forward dash into Danshitsu6K14.5%
forward movement into Souanshou3P+K14.5%

4 further openings account for the other 4 rounds.

Goh

Career
1–3 · 25.0%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Karura4P+K216.7%
backdash into Aragami4K18.3%
backdash into throw escape18.3%
crouch dash back into Shouzuka Okuri1P+K18.3%
evade down into Aragami4K18.3%
evade down into Kirin33P18.3%
evade up into backdash18.3%
forward dash into forward movement18.3%
punchP18.3%
punchP into evade up18.3%
throwP+G into evade down18.3%

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 (35 here; about 1.8 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

  • Jacky: 13 of 18 tests hold up
  • Vanessa: 12 of 17 tests hold up
  • Wolf: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Goh: not tested (too few rounds)