VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

かつや

Career matches1,808
Career win rate33.4%
Round win rate40.2%
Peak rank23
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1155 #3,529 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

Vanessa231,8086031,20533.4%

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

528 of 771 rounds counted

6.1 inputs a second (364 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.1364528

By opponent's character

Akira6.1366122
Jeffry5.935271
Jacky6.035972
Aoi6.136970
Wolf5.935619
Pai6.438415
Goh6.438530
Lei Fei6.237228
Brad5.633414
Shun5.734422
Vanessa5.935423
Kage5.83504
Lau6.539012
Taka5.83456
Jean6.33809
Sarah6.53907
El Blaze6.84054

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

Akira36181850.0%+25.5
Jeffry2681830.8%-9.6
Jacky2442016.7%-11.4
Aoi2241818.2%-7.0
Wolf125741.7%+6.3
Pai101910.0%-20.6
Goh94544.4%+14.3
Lei Fei87187.5%+50.6
Brad7070.0%-20.9
Shun61516.7%-14.1
Vanessa61516.7%-13.8
Kage51420.0%-10.1
Lau53260.0%+19.3
Lion5050.0%-25.5
Taka42250.0%+14.2
Jean3030.0%-34.4
Sarah31233.3%-16.0
Eileen2020.0%-39.9
El Blaze21150.0%+5.4

1 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Open3092130.0%-3.1
Rectangle2662023.1%-3.9
Half Fence2491537.5%+10.8
Low Fence2461825.0%-6.4
Single Wall1991047.4%+13.5
Breakable Full Fence1631318.8%-16.1
Breakable Half Fence1651131.2%+1.4
Full Fence1431121.4%-16.4
Octagon146842.9%+15.0
Full Fence and Open63350.0%+8.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11029.1%30.0%-0.9
No walls7332.9%32.6%+0.3

Walls against open: -1.1 points (95% range -14.5 to +12.2), p 0.870 — 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

けいすけ新宿 (Rank 24)2026/10/1132166.7%
ぶー (Rank 22)2026/10/0952340.0%
GWO (Rank 24)2026/10/081421214.3%
LawolF (Rank 24)2026/10/0432166.7%
亀 (Rank 24)2026/10/0451420.0%
下汁 (Rank 24)2026/08/2341325.0%
Yachiyoshi (Rank 21)2026/08/2332166.7%
omuretukun (Rank 23)2026/07/14115645.5%
地球人你好~ (Rank 22)2026/07/0494544.4%
6132da (Rank 21)2026/07/0381712.5%
달그림자 (Rank 21)2026/07/0332166.7%
スタンプジャンパー (Rank 22)2026/07/0232166.7%
ねこ吉 (Rank 22)2026/06/1941325.0%
パニガーレ (Rank 24)2026/06/1851420.0%
すずもも (Rank 22)2026/06/0842250.0%
dalmax72 (Rank 23)2026/06/0542250.0%
格雷希欧 (Rank 24)2026/06/0531233.3%
starszhouuu (Rank 25)2026/06/034040.0%
yasai (Rank 24)2026/05/2731233.3%
しろ☆おびJB,ミッキー (Rank 23)2026/05/1741325.0%
penta (Rank 21)2026/05/1794544.4%
Momomia (Rank 27)2026/05/154040.0%
CottonCandy (Rank 21)2026/05/1232166.7%
交通弱者用押しボタン (Rank 19)2026/05/104040.0%
Manao (Rank 24)2026/05/073030.0%

Round openings

Vanessa

Career
603–1,205 · 33.4%
This season
195 matches · 31.3%
Peak rank
23

First hit in 21.5% of 716 rounds. Won 38.3% of the rounds they struck first, 41.1% of the rounds they were struck first.

Significant Tells

  • Against Jeffry: moves in first in 49.0% of rounds, against 28.2% against everyone else.
  • After opening the round before by moving in: moves in first in 47.0% of rounds, against 22.6% after anything else.
  • Against Jeffry: opens with “Offensive Style: forward movement into P punch” in 30.0% of rounds, against 14.1% against everyone else.
  • After opening the round before with “Offensive Style: forward movement into P punch”: opens with “Offensive Style: forward movement into P punch” in 37.6% of rounds, against 9.5% after anything else.

How is this tested?

Offensive Style: forward movement into punchP11716.3%
Defensive Style: crouch into down-back kick1K8111.3%
Offensive Style: crouch into down-back kick1K608.4%
Defensive Style: crouch into Bone Crush Middle3K537.4%
Defensive Style: Shadow Slicer527.2%
Defensive Style: forward movement into punchP243.4%
Offensive Style: forward movement into Jab~High KickPK233.2%
Offensive Style: crouch into Stopping Toe~Second Impact3KK223.1%
Defensive Style: Bone Crush Middle162.2%
Defensive Style: down-back kick162.2%
Defensive Style: kick162.2%
Offensive Style: Stopping Toe into Flag Back Knuckle3KP162.2%
Offensive Style: forward movement into One TwoPP162.2%
Defensive Style: Cut-in Knee Kick into throwP+G152.1%
Defensive Style: Back Charge Kick121.7%

78 further openings account for the other 178 rounds.

Counted from 182 of the 195 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
Akira8–10 · 44%6–7 · 46%too few to test
Jeffry3–8 · 27%3–6 · 33%too few to test
Aoi3–6 · 33%1–10 · 9%too few to test
Jacky2–13 · 13%2–3 · 40%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.

13 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?

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