VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

なつ

  • Vanessa
Career matches6,579
Career win rate50.1%
Round win rate50.4%
Peak rank32
Distinct opponents237
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1554 #1,651 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

Wolf324,7312,3662,36550.0%
Vanessa321,84893291650.4%

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

1,425 of 1,811 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.23751,104
Wolf6.5390321

By opponent's character

Akira6.5389176
Jacky6.3378154
Wolf6.6393119
Jeffry6.438192
Sarah6.0360100
Goh6.338086
Jean6.438473
Pai6.237396
Lion6.438770
Kage6.237360
Lau6.136867
Brad6.136888
Aoi6.136831
El Blaze6.237045
Shun6.337857
Vanessa6.338049
Lei Fei6.438413
Taka5.935223
Eileen6.538822
Dural6.53904

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

Akira46212545.6%-5.5
Jacky40192147.5%-1.1
Wolf35231265.7%+15.3
Jeffry33211263.6%+14.8
Sarah2992031.0%-19.8
Goh25131252.0%+6.5
Jean25151060.0%+12.4
Pai25151060.0%+12.1
Lion2315865.2%+17.6
Kage2281436.4%-15.3
Lau2291340.9%-10.6
Brad2171433.3%-20.7
Aoi1910952.6%+4.6
El Blaze1751229.4%-23.8
Shun1710758.8%+12.0
Vanessa167943.8%-3.4
Lei Fei126650.0%+5.6
Taka82625.0%-27.7
Eileen73442.9%-3.5
Dural110100.0%+38.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Low Fence53252847.2%-4.7
Octagon51242747.1%-3.0
Open45261957.8%+8.0
Breakable Full Fence43222151.2%+3.4
Half Fence41261563.4%+18.4
Rectangle41221953.7%+2.8
Single Wall38162242.1%-9.2
Breakable Half Fence36171947.2%+0.1
Full Fence35152042.9%-6.0
Full Fence and Open33161748.5%-0.1

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
Walls24751.0%48.6%+2.4
No walls13649.3%50.8%-1.6

Walls against open: +4.0 points (95% range -6.7 to +14.6), p 0.464 — 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

temp002 (Rank 31)2026/09/12440100.0%
moka (Rank 29)2026/09/12440100.0%
chocoballnaya2f (Rank 29)2026/09/124040.0%
ごちももも (Rank 33)2026/09/1042250.0%
ニトロ (Rank 34)2026/09/0874357.1%
shuri_nero (Rank 34)2026/09/0583537.5%
shurato-hidaka98 (Rank 30)2026/09/0542250.0%
mmmsm (Rank 31)2026/09/0452340.0%
ER_higante (Rank 28)2026/09/0243175.0%
Agnes_bell (Rank 30)2026/09/0254180.0%
duda1982 (Rank 32)2026/07/3141325.0%
ばねばば (Rank 31)2026/07/2352340.0%
kantoku0219 (Rank 34)2026/07/2241325.0%
雷電 (Rank 30)2026/07/19440100.0%
misoazy (Rank 29)2026/07/1762433.3%
Grimaster (Rank 30)2026/07/1665183.3%
じいま (Rank 30)2026/07/0243175.0%
XXX (Rank 30)2026/06/2132166.7%
カマキリ拳法なぎくん (Rank 31)2026/06/2175271.4%
BudEkins_may (Rank 31)2026/06/2132166.7%
Hi-VisionZERO (Rank 29)2026/06/2142250.0%
zephyr_dural (Rank 30)2026/06/2163350.0%
haira_76 (Rank 30)2026/06/1853260.0%
ohtenki (Rank 28)2026/04/1942250.0%
ゼータ(MSZ-006) (Rank 33)2026/04/0642250.0%

Round openings

Every character

Offensive Style: Back Charge Kick1337.3%
Defensive Style: backdash into Heel Kick6K+G1256.9%
backdash into Mow Down Chop1P+K764.2%
backdash into Heavy Middle Kick3K+G724.0%
Low Drop Kick62K663.6%
Offensive Style: backdash into Heel Kick6K+G583.2%
Defensive Style: Shadow Slicer472.6%
backdash into Elbow Butt4P472.6%
Defensive Style: Stinger Low Blow442.4%
Offensive Style: Spinning Savate442.4%
evade down into Savate4K402.2%
Defensive Style: evade down into Stinger Low Blow1P+K351.9%
Offensive Style: evade down into Pile Bunker6P+K351.9%
Arrow Knuckle3P331.8%
Offensive Style: evade up into Pile Bunker6P+K331.8%

272 further openings account for the other 932 rounds.

Vanessa

Career
932–916 · 50.4%
This season
270 matches · 46.7%
Peak rank
32

First hit in 17.7% of 1,101 rounds. Won 54.9% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • Against Sarah: backs off first in 45.5% of rounds, against 24.0% against everyone else.
  • After opening the round before by evading: backs off first in 30.6% of rounds, against 20.7% after anything else.
  • After winning a round: evades first in 38.3% of rounds, against 19.7% after losing one.
  • In round 1: opens with “Defensive Style: backdash into 6K+G Heel Kick” in 19.6% of rounds, against 8.5% in their other rounds.
  • After opening the round before with “Defensive Style: Shadow Slicer”: opens with “Defensive Style: Shadow Slicer” in 14.6% of rounds, against 3.5% after anything else.

How is this tested?

Offensive Style: Back Charge Kick13311.9%
Defensive Style: backdash into Heel Kick6K+G12511.2%
Offensive Style: backdash into Heel Kick6K+G585.2%
Defensive Style: Shadow Slicer474.2%
Defensive Style: Stinger Low Blow444.0%
Offensive Style: Spinning Savate444.0%
Defensive Style: evade down into Stinger Low Blow1P+K353.1%
Offensive Style: evade down into Pile Bunker6P+K353.1%
Offensive Style: evade up into Pile Bunker6P+K333.0%
Defensive Style: Back Charge Kick312.8%
Offensive Style: backdash into Pile Bunker6P+K272.4%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP222.0%
Defensive Style: evade down into guardG181.6%
Offensive Style: evade up161.4%
Defensive Style: evade up into Stinger Low Blow1P+K141.3%

166 further openings account for the other 431 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky5–13 · 28%4–4 · 50%too few to test
Akira6–4 · 60%2–10 · 17%too few to test
Wolf10–3 · 77%5–5 · 50%too few to test
Pai6–5 · 55%5–3 · 62%too few to test
Sarah6–5 · 55%1–5 · 17%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
2,366–2,365 · 50.0%
This season
173 matches · 53.8%
Peak rank
32

First hit in 54.0% of 705 rounds. Won 56.7% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Mow Down Chop1P+K7610.8%
backdash into Heavy Middle Kick3K+G7210.2%
Low Drop Kick62K669.3%
backdash into Elbow Butt4P476.7%
evade down into Savate4K405.7%
Arrow Knuckle3P334.7%
Quick Shoulder66P+K314.4%
evade up into Savate4K233.2%
forward movement into Elbow Butt4P233.2%
forward movement into Low Smash2K182.5%
backdash into Kenka Kick1K+G172.4%
evade down into Elbow Butt4P172.4%
evade down into guardG162.3%
punchP into kickK142.0%
Screw Hook63214P into Screw Lariat63214PP111.6%

91 further openings account for the other 203 rounds.

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 (30 here; about 1.5 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 15 tests hold up
  • Wolf: 0 of 15 tests hold up