VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

id02812522

Career matches5,697
Career win rate50.8%
Round win rate50.2%
Peak rank38
Distinct opponents187
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1767 #485 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

Vanessa385,6972,8912,80650.8%

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

1,806 of 2,718 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.53931,806

By opponent's character

Sarah6.6394202
Akira6.8406238
Aoi6.5388127
Jacky6.6396177
Lau6.5390138
Vanessa6.4386140
Lion6.639672
Kage6.4384110
Jeffry6.438295
Wolf6.539171
Goh6.740292
Jean6.438757
Pai7.042289
Shun6.639636
Brad5.734127
Eileen6.237465
El Blaze7.142313
Lei Fei6.841140
Taka6.136617

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

Sarah74492566.2%+17.3
Akira73403354.8%+6.8
Aoi52262650.0%-0.5
Jacky50252550.0%+3.0
Lau49212842.9%-11.4
Vanessa49193038.8%-13.1
Lion48262254.2%+4.1
Kage44172738.6%-12.4
Jeffry37211656.8%+4.3
Wolf31141745.2%+1.2
Goh27151255.6%+3.6
Jean2723485.2%+29.0
Pai2681830.8%-17.6
Shun2291340.9%-1.9
Brad2091145.0%-9.9
Eileen1661037.5%-8.5
El Blaze146842.9%-11.3
Lei Fei148657.1%+1.6
Taka81712.5%-33.0
Dural2020.0%-46.8

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.

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

Breakable Full Fence91385341.8%-5.8
Octagon78364246.1%-5.8
Open75324342.7%-9.5
Rectangle74334144.6%-5.3
Half Fence72383452.8%+1.2
Single Wall69363352.2%+0.4
Breakable Half Fence67373055.2%+6.4
Full Fence63372658.7%+8.7
Low Fence52302257.7%+6.6
Full Fence and Open1811761.1%+12.9

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls44549.2%49.8%-0.5
No walls19650.0%51.5%-1.5

Walls against open: +0.9 points (95% range -7.5 to +9.3), p 0.827 — 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

おろち ぽっぽ (Rank 42)2026/10/14134930.8%
マハリータまるこ (Rank 41)2026/09/29135838.5%
RUSH (Rank 38)2026/09/22119281.8%
yorosikosan (Rank 39)2026/09/2275271.4%
ぴゅあくん (Rank 36)2026/09/1885362.5%
寿司眼鉄 (Rank 38)2026/09/1584450.0%
たあぼさん (Rank 36)2026/09/15137653.9%
VF12360-PC (Rank 38)2026/09/12123925.0%
ctraum (Rank 38)2026/09/12116554.5%
ふかふか (Rank 36)2026/09/0893633.3%
うるヲ参拾 (Rank 38)2026/09/07158753.3%
乱世の奸雄 (Rank 39)2026/08/2385362.5%
ジークリオン (Rank 36)2026/08/0384450.0%
cyomiko (Rank 39)2026/07/2783537.5%
あいりく (Rank 35)2026/07/2597277.8%
stepan_BVFA (Rank 38)2026/06/22104640.0%
powdershadow72 (Rank 36)2026/06/2286275.0%
いえす (Rank 40)2026/06/2293633.3%
くろね@のびしろF (Rank 34)2026/06/211411378.6%
じゃんぬ兄(公認) (Rank 36)2026/06/151651131.2%
∈挙動不審∋ (Rank 34)2026/05/2775271.4%
ncub5030 (Rank 35)2026/05/121331023.1%
Lidly (Rank 37)2026/05/1296366.7%
chiaroscuro (Rank 39)2026/05/1083537.5%
bonbon (Rank 38)2026/04/2073442.9%

Round openings

Vanessa

Career
2,891–2,806 · 50.8%
This season
683 matches · 50.2%
Peak rank
38

First hit in 24.5% of 2,611 rounds. Won 50.9% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 42.4% of rounds, against 24.3% against everyone else.
  • After opening the round before by waiting: waits first in 18.1% of rounds, against 10.8% after anything else.
  • After winning a round: backs off first in 30.4% of rounds, against 23.6% after losing one.
  • In round 1: opens with “Defensive Style: punch into PP Jab~Body” in 7.8% of rounds, against 1.7% in their other rounds.
  • Against Sarah: opens with “Defensive Style: Back Charge Kick” in 18.9% of rounds, against 3.8% against everyone else.
  • On Rectangle stages: opens with “Defensive Style: Wind Elbow” in 16.9% of rounds, against 9.8% on the other stages.
  • After losing a round: opens with “Defensive Style: Shadow Slicer into forward dash” in 7.9% of rounds, against 3.5% after winning one.

How is this tested?

Defensive Style: Wind Elbow27710.5%
Defensive Style: Back Charge Kick1415.4%
Defensive Style: Shadow Slicer into forward dash1405.3%
Defensive Style: punch into Jab~BodyPP853.2%
Defensive Style: backdash into Wind Elbow4P+K652.5%
Offensive Style: forward movement into kickK632.4%
Defensive Style: backdash into kickK481.8%
Defensive Style: backdash into Stomach Crush3K+G441.7%
Defensive Style: backdash into evade up401.5%
Defensive Style: guard into Wind Elbow4P+K401.5%
Defensive Style: backdash into Heel Kick6K+G391.5%
Defensive Style: Shadow Slicer into backward movement381.4%
Defensive Style: Stinger Low Blow351.3%
Defensive Style: backdash into Boomerang Hook3P+K341.3%
Defensive Style: punch into Jab High KickPK331.3%

363 further openings account for the other 1,505 rounds.

Counted from 658 of the 683 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
Sarah34–20 · 63%10–2 · 83%too few to test
Akira19–17 · 53%20–14 · 59%-4.4
Aoi19–19 · 50%5–7 · 42%too few to test
Lion22–17 · 56%3–5 · 38%too few to test
Vanessa15–23 · 39%2–4 · 33%too few to test
Lau16–18 · 47%2–7 · 22%too few to test
Kage7–9 · 44%7–15 · 32%too few to test
Jacky10–12 · 45%9–4 · 69%too few to test
Jeffry10–6 · 62%8–7 · 53%too few to test
Wolf10–10 · 50%4–7 · 36%too few to test
Pai7–14 · 33%1–4 · 20%too few to test
Goh11–6 · 65%3–4 · 43%too few to test
Jean12–4 · 75%8–0 · 100%too few to test
Shun8–10 · 44%1–1 · 50%too few to test
Brad3–6 · 33%5–5 · 50%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.

25 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 (16 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: 7 of 16 tests hold up