VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Vanessa

ZaZaNinja513

  • Sarah
  • Aoi
Career matches614
Career win rate42.5%
Round win rate44.9%
Peak rank23
Distinct opponents38
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1238 #3,334 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

Vanessa2343616327337.4%
Sarah21141726951.1%
Aoi1337261170.3%

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

713 of 713 rounds counted

8.8 inputs a second (525 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa8.5510419
Sarah9.1548275
Aoi9.154719

By opponent's character

Akira9.1548160
Taka9.1546127
Pai8.651371
Goh9.053870
Wolf8.852960
Vanessa7.343533
Aoi8.953631
Sarah9.154831
Brad7.545325
Lau8.148819
Lei Fei7.947421
Dural8.953518
Shun8.752015
Jeffry8.953612
Jean7.44457
Kage8.85279
Jacky8.45024

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

Akira40132732.5%+0.1
Taka32112134.4%-9.2
Pai1951426.3%-8.0
Goh1871138.9%+3.9
Wolf1712570.6%+19.8
Vanessa95455.6%-5.6
Aoi86275.0%+15.8
Sarah83537.5%-4.1
Brad71614.3%-4.5
Lau62433.3%-20.8
Lei Fei54180.0%+48.6
Dural4040.0%-47.0
Shun4040.0%-26.7
Jeffry330100.0%+45.3
Jean2020.0%-5.0
Kage220100.0%+29.4
Jacky1010.0%-12.7

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

Half Fence2791833.3%-7.5
Open27101737.0%+1.6
Single Wall23101343.5%+9.2
Low Fence22101245.5%-3.3
Rectangle1971236.8%+1.8
Breakable Half Fence189950.0%+1.9
Full Fence and Open104640.0%-2.4
Breakable Full Fence93633.3%+1.2
Full Fence82625.0%-0.3
Octagon64266.7%+12.9

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
Walls8739.1%39.4%-0.3
No walls7241.7%39.5%+2.2

Walls against open: -2.5 points (95% range -18.5 to +13.5), p 0.760 — 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

A.o.G (Rank 16)2251722.7%
stephentylermager (Rank 21)2171433.3%
DobieDog (Rank 16)157846.7%
gainkiller (Rank 27)102820.0%
seedash (Rank 30)100100.0%
DoubleDeazy (Rank 24)82625.0%
S_C_H_T_O_M_P (Rank 21)86275.0%
TheGoldenMeme (Rank 14)73442.9%
DistractionShark (Rank 12)660100.0%
shyo (Rank 11)64266.7%
#Dr.Hugbox™ (Rank 25)54180.0%
DDRMONKEY (Rank 24)52340.0%
TheRanMan (Rank 1)550100.0%
Escrima-Seven77 (Rank 15)440100.0%
ROOBY (Rank 26)4040.0%
SypherFlame (Rank 28)4040.0%
mamaluigi145 (Rank 22)4040.0%
B34TD0WN (Rank 26)3030.0%
Kitetsu (Rank 25)31233.3%
Monroe (Rank 26)31233.3%
Wund3rBoi (Rank 4)32166.7%
Jaguar (Rank 29)2020.0%
JellybeanKillaYT (Rank 9)220100.0%
Jofs (Rank 22)2020.0%
corywatson2012 (Rank 14)220100.0%

Most played opponents, most recent first

#Dr.Hugbox™ (Rank 25)2026/07/2654180.0%
seedash (Rank 30)2026/07/26100100.0%
stephentylermager (Rank 21)2026/07/242171433.3%
Kitetsu (Rank 25)2026/07/2431233.3%
ROOBY (Rank 26)2026/07/234040.0%
S_C_H_T_O_M_P (Rank 21)2026/07/2386275.0%
Escrima-Seven77 (Rank 15)2026/07/23440100.0%
shyo (Rank 11)2026/07/2364266.7%
A.o.G (Rank 16)2026/07/222251722.7%
B34TD0WN (Rank 26)2026/07/213030.0%
SypherFlame (Rank 28)2026/07/204040.0%
Jofs (Rank 22)2026/07/202020.0%
mamaluigi145 (Rank 22)2026/07/204040.0%
DoubleDeazy (Rank 24)2026/07/2082625.0%
Wund3rBoi (Rank 4)2026/07/1932166.7%
DDRMONKEY (Rank 24)2026/07/1852340.0%
Jaguar (Rank 29)2026/07/182020.0%
corywatson2012 (Rank 14)2026/07/18220100.0%
DistractionShark (Rank 12)2026/07/18660100.0%
JellybeanKillaYT (Rank 9)2026/07/18220100.0%
gainkiller (Rank 27)2026/07/17102820.0%
TheRanMan (Rank 1)2026/07/17550100.0%
TheGoldenMeme (Rank 14)2026/07/1773442.9%
Monroe (Rank 26)2026/07/1731233.3%
DobieDog (Rank 16)2026/07/17157846.7%

Round openings

Every character

Defensive Style: crouch into Bone Crush Middle3K486.7%
Defensive Style: backdash into Bone Crush Middle3K395.5%
Defensive Style: Bone Crush Middle233.2%
Defensive Style: backdash into backward movement223.1%
Rising Elbow6P into Double Joint Butt6PK223.1%
backdash into Double Rise Kick4P+K182.5%
crouch into Long Snap Side Chop3P+K182.5%
Defensive Style: backdash into Parrying High Kick (Deflect)46K172.4%
backdash into Double Joint Butt6PK162.2%
punchP into Jab StraightPP162.2%
Defensive Style: backdash into Back Knuckle Stream6PKK152.1%
Defensive Style: backdash into guardG152.1%
Defensive Style: crouch into Cut Upper3P152.1%
backdash into backward movement142.0%
Defensive Style: Back Charge Kick131.8%

175 further openings account for the other 402 rounds.

Vanessa

Career
163–273 · 37.4%
This season
109 matches · 33.0%
Peak rank
23

First hit in 9.6% of 419 rounds. Won 57.5% of the rounds they struck first, 38.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Defensive Style: crouch into Bone Crush Middle3K4811.5%
Defensive Style: backdash into Bone Crush Middle3K399.3%
Defensive Style: Bone Crush Middle235.5%
Defensive Style: backdash into backward movement225.2%
Defensive Style: backdash into Parrying High Kick (Deflect)46K174.1%
Defensive Style: backdash into Back Knuckle Stream6PKK153.6%
Defensive Style: backdash into guardG153.6%
Defensive Style: crouch into Cut Upper3P153.6%
Defensive Style: Back Charge Kick133.1%
Defensive Style: Back Knuckle into Back Knuckle High6PK102.4%
Defensive Style: evade up into Back Knuckle Stream6PKK102.4%
Defensive Style: backdash into back kick+guard4K+G92.1%
Defensive Style: no input81.9%
Defensive Style: Back Knuckle High into Back Knuckle High~Switch Back Blow6PKP+K+G71.7%
Defensive Style: backdash71.7%

83 further openings account for the other 161 rounds.

Sarah

Career
72–69 · 51.1%
This season
71 matches · 50.7%
Peak rank
21

First hit in 54.9% of 275 rounds. Won 57.6% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rising Elbow6P into Double Joint Butt6PK228.0%
backdash into Double Rise Kick4P+K186.5%
crouch into Long Snap Side Chop3P+K186.5%
backdash into Double Joint Butt6PK165.8%
punchP into Jab StraightPP165.8%
backdash into backward movement145.1%
punchP93.3%
backdash into Crescent Heel4K+G82.9%
backdash72.5%
backdash into Somersault Kick7K72.5%
backdash into Hide Side Kick (Deflect)P+K62.2%
backdash into Long Snap Side Chop3P+K62.2%
backdash into Rising Elbow6P62.2%
backdash into Storm Combination6P+KPK62.2%
Rising Elbow6P51.8%

67 further openings account for the other 111 rounds.

Aoi

Career
26–11 · 70.3%
This season
5 matches · 40.0%
Peak rank
13

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back punch+kick1P+K421.1%
backdash into guardG210.5%
punchP into NirentotsuPP210.5%
Chudan Hiji'ate6P into Tsumujisakura6PP15.3%
ShigureK+G15.3%
backdash into ShigureK+G15.3%
backdash into kickK15.3%
backward movement into Tsumujisakura6PP15.3%
crouch into Kusanagi2K+G15.3%
crouch into back, down-back punch+kick41P+K15.3%
crouch into down, down-back punch+kick21P+K15.3%
guardG15.3%
kickK into punchP15.3%
punchP15.3%

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 (10 here; about 0.5 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: 0 of 10 tests hold up
  • Sarah: not tested (too few rounds)
  • Aoi: not tested (too few rounds)