VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

ぶる~す・ぴぃ~

Career matches1,416
Career win rate48.3%
Round win rate48.3%
Peak rank32
Distinct opponents148
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1564 #1,575 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

Vanessa321,41668473248.3%

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

588 of 1,311 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.7400588

By opponent's character

Akira6.639672
Jeffry6.639868
Jean6.840739
Goh6.539083
Aoi6.73998
Wolf6.438237
Pai6.941561
Shun6.840538
Lion7.243426
Vanessa6.740425
Jacky6.538913
Lei Fei7.142724
Sarah6.438233
Lau6.639817
Brad6.941420
Dural6.337810
Taka6.236911
El Blaze5.73393

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

Akira45222348.9%+4.6
Jeffry40192147.5%-1.2
Jean32141843.8%-3.8
Goh29151451.7%+4.8
Aoi28161257.1%+3.5
Wolf26121446.1%+2.9
Pai22101245.5%+2.0
Shun22101245.5%-5.9
Lion1610662.5%+10.7
Vanessa136746.1%+0.8
Jacky115645.5%-0.0
Lei Fei83537.5%-9.8
Sarah83537.5%-2.6
Lau72528.6%-6.5
Brad61516.7%-25.4
Kage63350.0%-9.4
Dural41325.0%-11.4
Taka330100.0%+47.7
Eileen2020.0%-45.1
El Blaze2020.0%-32.7

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Octagon42182442.9%-3.7
Breakable Full Fence37142337.8%-11.3
Open37221559.5%+16.2
Low Fence36181850.0%-1.6
Single Wall36132336.1%-7.9
Breakable Half Fence32201262.5%+17.4
Full Fence2891932.1%-15.8
Half Fence24141058.3%+8.2
Rectangle24141058.3%+11.8
Full Fence and Open1981142.1%-0.2

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18747.6%47.4%+0.2
No walls10948.6%46.6%+2.1

Walls against open: -1.9 points (95% range -13.4 to +9.6), p 0.748 — 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

B.S.R-JP (Rank 26)2026/07/2683537.5%
pinturicchio (Rank 30)2026/06/0562433.3%
神無月夏美@Vtuber (Rank 26)2026/06/0543175.0%
Light (Rank 28)2026/06/0431233.3%
なっちゃんねる (Rank 25)2026/06/0343175.0%
猫鼻 (Rank 30)2026/05/3164266.7%
HB (Rank 30)2026/05/3174357.1%
souchou_hakahori (Rank 27)2026/05/3142250.0%
黒霧島ジャッキー (Rank 29)2026/05/314040.0%
家庭内最弱の剛君 (Rank 26)2026/05/2354180.0%
kobaman (Rank 25)2026/05/2054180.0%
방가방가햄토리 (Rank 31)2026/05/1953260.0%
フォアグラ (Rank 24)2026/05/19440100.0%
キリスト (Rank 26)2026/05/1942250.0%
HIROCHILL (Rank 25)2026/05/171410471.4%
ゆきんこ (Rank 27)2026/05/1742250.0%
moroQamazingdelicious (Rank 25)2026/05/1664266.7%
fdjskjfsdls (Rank 27)2026/05/1063350.0%
chuson.110 (Rank 21)2026/05/1032166.7%
Nox (Rank 24)2026/05/10440100.0%
GaaMANジール (Rank 25)2026/05/0832166.7%
Phrazes_For_The_Young (Rank 31)2026/04/1941325.0%
culis (Rank 30)2026/04/1932166.7%
§Ryu~k§ (Rank 31)2026/04/193030.0%
あいう (Rank 29)2026/04/0463350.0%

Round openings

Vanessa

Career
684–732 · 48.3%
This season
330 matches · 47.0%
Peak rank
32

First hit in 26.4% of 1,298 rounds. Won 50.7% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 49.1% of rounds, against 28.2% in their other rounds.
  • After opening the round before by evading: evades first in 34.7% of rounds, against 24.3% after anything else.
  • In round 4 or later: opens with “Defensive Style: Back Charge Kick” in 8.7% of rounds, against 4.2% in their other rounds.
  • Against Akira: opens with “Defensive Style: Parrying High Kick (Deflect) into 46KP Parrying Combination” in 21.8% of rounds, against 10.8% against everyone else.

How is this tested?

Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP16212.3%
Defensive Style: evade down into Spinning Savate66K+G1037.8%
Defensive Style: Back Charge Kick705.3%
Offensive Style: punch into One TwoPP654.9%
Offensive Style: evade down into Spinning Savate66K+G433.3%
Offensive Style: punch362.7%
Defensive Style: evade down332.5%
Defensive Style: backward movement into Cut-in Knee Kick6K302.3%
Defensive Style: evade up into Spinning Savate66K+G282.1%
Defensive Style: backdash into back kick+guard4K+G262.0%
Offensive Style: Back Charge Kick241.8%
Defensive Style: kick into Switch Left SlicerKK221.7%
Defensive Style: throw escape221.7%
Defensive Style: Cut-in Knee Kick into Back Knuckle6P211.6%
Defensive Style: Stinger Low Blow201.5%

201 further openings account for the other 613 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–11 · 54%9–10 · 47%too few to test
Jeffry14–13 · 52%5–3 · 62%too few to test
Jean5–11 · 31%5–6 · 45%too few to test
Goh5–4 · 56%8–5 · 62%too few to test
Aoi11–8 · 58%4–4 · 50%too few to test
Wolf4–10 · 29%5–2 · 71%too few to test
Pai5–5 · 50%5–6 · 45%too few to test
Shun8–8 · 50%1–2 · 33%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?

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 (15 here; about 0.8 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

  • Vanessa: 4 of 15 tests hold up