VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

KyleVF

  • Wolf
Career matches694
Career win rate70.5%
Round win rate52.1%
Peak rank37
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1754 #547 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

Vanessa3768247920370.2%
Wolf261210283.3%

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

385 of 411 rounds counted

7.2 inputs a second (435 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.2434377
Wolf8.34968

By opponent's character

Lei Fei7.344170
Lion6.840575
Jacky7.343764
Akira7.645853
Wolf7.343828
Aoi7.444420
El Blaze7.142620
Pai7.142320
Brad7.142811
Goh8.047810
Kage7.94727
Jeffry6.84054
Shun7.04213

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

Lei Fei2012860.0%+6.8
Lion1951426.3%-26.3
Jacky1511473.3%-3.9
Akira149564.3%+20.4
Wolf105550.0%+4.6
Aoi51420.0%-21.3
El Blaze54180.0%+27.6
Pai52340.0%-18.8
Brad31233.3%-25.5
Goh330100.0%+45.1
Kage220100.0%+55.6
Jeffry110100.0%+50.9
Shun1010.0%-97.1

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

Rectangle27141351.9%-2.7
Low Fence1761135.3%-19.8
Breakable Half Fence138561.5%+26.3
Single Wall105550.0%+2.1
Open94544.4%-20.9
Half Fence63350.0%-9.4
Full Fence and Open54180.0%+13.2
Octagon54180.0%+23.0
Breakable Full Fence32166.7%-2.0
Full Fence32166.7%-10.2

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
Walls5757.9%53.2%+4.6
No walls3641.7%53.7%-12.0

Walls against open: +16.7 points (95% range -9.9 to +43.2), p 0.218 — 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

Tevinwilliams12 (Rank 11)2026/06/29220100.0%
RentalAnimator (Rank 39)2026/06/291431121.4%
ayua0416 (Rank 10)2026/06/281010.0%
interceptor (Rank 39)2026/06/2873442.9%
Twice-A-Day (Rank 36)2026/06/2892722.2%
GenesisFrenzy (Rank 39)2026/06/2251420.0%
yagi[JP] (Rank 10)2026/06/22440100.0%
UltraSeBassツ (Rank 35)2026/06/2231233.3%
RagingMARS (Rank 40)2026/06/16220100.0%
nkazu581 (Rank 14)2026/06/1542250.0%
TioSetsu (Rank 38)2026/06/1554180.0%
samtheseed (Rank 33)2026/06/15220100.0%
pastahead (Rank 2)2026/06/14220100.0%
RushdownTurtle(RDT) (Rank 34)2026/06/14126650.0%
VF31998 (Rank 31)2026/06/08220100.0%
Chow (Rank 38)2026/06/082020.0%
LeverlessisHard|Ant0 (Rank 35)2026/06/0854180.0%
LethalLegendK (Rank 33)2026/06/0841325.0%
Lightwing (Rank 41)2026/06/07220100.0%
Goat_intheshell/ttv (Rank 33)2026/06/0721150.0%
ulilbickard (Rank 35)2026/05/31110100.0%
Espiro (Rank 34)2026/05/31110100.0%
Mo_superbEGYPT (Rank 33)2026/05/25220100.0%
y2d (Rank 35)2026/05/16330100.0%
xenon335 (Rank 35)2026/05/1631233.3%

Round openings

Every character

Defensive Style: Shadow Slicer204.8%
Offensive Style: backdash into Stinger Strike41236P204.8%
Defensive Style: Back Charge Kick153.6%
Defensive Style: Spinning Savate143.4%
Offensive Style: backdash into Russian Hook43P+K122.9%
Defensive Style: Back Knuckle into Back Knuckle High6PK112.7%
Defensive Style: crouch dash back into Stinger Low Blow1P+K102.4%
Defensive Style: backdash into evade up92.2%
Defensive Style: Bone Crush Middle81.9%
Defensive Style: forward dash into guardG81.9%
Defensive Style: evade down into Stinger Low Blow1P+K71.7%
Offensive Style: Spinning Savate71.7%
Offensive Style: backdash into Clobbering Straight4P+K71.7%
Offensive Style: backdash into Spinning Savate66K+G71.7%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP61.5%

151 further openings account for the other 251 rounds.

Vanessa

Career
479–203 · 70.2%
This season
101 matches · 53.5%
Peak rank
37

First hit in 20.5% of 400 rounds. Won 53.7% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 15.8% of rounds, against 4.0% in their other rounds.
  • After losing a round: attacks straight away in 50.7% of rounds, against 27.0% after winning one.
  • When behind: attacks straight away in 48.6% of rounds, against 28.7% when ahead or level.
  • In round 3: opens with “Defensive Style: Shadow Slicer” in 11.0% of rounds, against 3.0% in their other rounds.
  • After losing a round: opens with “Defensive Style: Shadow Slicer” in 11.5% of rounds, against 2.0% after winning one.

How is this tested?

Defensive Style: Shadow Slicer205.0%
Offensive Style: backdash into Stinger Strike41236P205.0%
Defensive Style: Back Charge Kick153.7%
Defensive Style: Spinning Savate143.5%
Offensive Style: backdash into Russian Hook43P+K123.0%
Defensive Style: Back Knuckle into Back Knuckle High6PK112.7%
Defensive Style: crouch dash back into Stinger Low Blow1P+K102.5%
Defensive Style: backdash into evade up92.2%
Defensive Style: Bone Crush Middle82.0%
Defensive Style: forward dash into guardG82.0%
Defensive Style: evade down into Stinger Low Blow1P+K71.7%
Offensive Style: Spinning Savate71.7%
Offensive Style: backdash into Clobbering Straight4P+K71.7%
Offensive Style: backdash into Spinning Savate66K+G71.7%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP61.5%

144 further openings account for the other 243 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lei Fei10–3 · 77%2–5 · 29%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?

Wolf

Career
10–2 · 83.3%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down225.0%
Face Lift Kick3K112.5%
evade down into guardG112.5%
forward dash into Arrow Knuckle3P112.5%
forward dash into guardG112.5%
punchP112.5%
punchP into Jab StraightPP112.5%

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 (12 here; about 0.6 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: 5 of 12 tests hold up
  • Wolf: not tested (too few rounds)