VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

koolki789

Career matches633
Career win rate51.3%
Round win rate53.6%
Peak rank27
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1407 #2,613 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

Vanessa2763332530851.3%

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

505 of 506 rounds counted

5.6 inputs a second (339 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.6339505

By opponent's character

Akira5.6337138
Aoi5.734454
Vanessa5.633756
Jacky5.030239
Jeffry6.136939
Goh5.935723
Sarah5.633622
Lau5.532819
Pai5.935618
Shun5.030019
Lion5.231415
Taka6.036315
Brad6.035712
Wolf5.331910
Dural6.13659
Kage6.639710
Lei Fei5.33207

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

Akira35152042.9%-17.3
Aoi1411378.6%+28.9
Vanessa138561.5%+14.6
Jacky116554.5%+0.9
Jeffry94544.4%-19.7
Goh63350.0%-1.3
Sarah62433.3%-37.1
Lau53260.0%-4.8
Pai54180.0%+20.1
Shun54180.0%+32.8
Lion42250.0%-30.5
Taka41325.0%-11.7
Brad330100.0%+45.5
Wolf31233.3%-18.3
Dural220100.0%+56.9
Kage220100.0%+37.7
Lei Fei2020.0%-25.0

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

Full Fence1881044.4%-5.6
Rectangle1812666.7%+5.6
Octagon1771041.2%-22.4
Single Wall157846.7%-13.5
Breakable Half Fence1311284.6%+31.8
Half Fence128466.7%+7.5
Open126650.0%+11.4
Low Fence95455.6%+2.0
Breakable Full Fence5050.0%-38.8

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
Walls8355.4%56.2%-0.8
No walls3650.0%51.1%-1.1

Walls against open: +0.3 points (95% range -19.9 to +20.5), p 0.977 — 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

orz (Rank 30)2026/10/1875271.4%
hahaha (Rank 28)2026/10/1732166.7%
ガンジャッキー(bunbun) (Rank 23)2026/10/1665183.3%
要你命3000 (Rank 26)2026/10/0321150.0%
추뉴비 (Rank 27)2026/10/0263350.0%
windowkhs (Rank 27)2026/09/2931233.3%
MIES/ミース (Rank 30)2026/09/2832166.7%
omuretukun (Rank 24)2026/09/2854180.0%
無槪念野獸/무개념야수 (Rank 26)2026/09/2452340.0%
クロサギ@はなちゃん (Rank 30)2026/09/245050.0%
ジャキる。 (Rank 30)2026/09/2451420.0%
UNIQ (Rank 26)2026/09/24220100.0%
Re:Biz (Rank 37)2026/09/242020.0%
GWO (Rank 28)2026/09/2431233.3%
PKG (Rank 28)2026/09/1331233.3%
김코난 (Rank 26)2026/09/1332166.7%
けいすけ新宿 (Rank 24)2026/09/11147750.0%
pinturicchio (Rank 29)2026/09/11220100.0%
あぽろん (Rank 24)2026/09/1163350.0%
サーちゃん (Rank 22)2026/09/1151420.0%
格雷希欧 (Rank 24)2026/09/02220100.0%
トローリロートル (Rank 23)2026/09/0232166.7%
DDaDDai (Rank 27)2026/08/2751420.0%
うをん (Rank 30)2026/08/2632166.7%
ゆずらいち (Rank 4)2026/07/04440100.0%

Round openings

Vanessa

Career
325–308 · 51.3%
This season
129 matches · 55.0%
Peak rank
27

First hit in 29.2% of 438 rounds. Won 49.2% of the rounds they struck first, 53.5% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 41.7% of rounds, against 17.4% against everyone else.
  • After opening the round before by waiting: waits first in 40.3% of rounds, against 19.0% after anything else.
  • Against Akira: opens with “Defensive Style: guard” in 16.5% of rounds, against 9.4% against everyone else.
  • On Breakable Half Fence stages: opens with “Defensive Style: Back Charge Kick” in 40.4% of rounds, against 22.5% on the other stages.
  • After opening the round before with “Defensive Style: Back Charge Kick”: opens with “Defensive Style: backdash into 44K+G Back Charge Kick” in 12.6% of rounds, against 4.2% after anything else.

How is this tested?

Defensive Style: Back Charge Kick10824.7%
Defensive Style: guard5111.6%
Defensive Style: Stinger Low Blow337.5%
Defensive Style: backdash into Back Charge Kick44K+G235.2%
Defensive Style: backdash into backward movement204.6%
Defensive Style: Spinning Savate143.2%
Defensive Style: backdash into back kick+guard4K+G143.2%
Defensive Style: guard into Stinger Low Blow1P+K143.2%
Offensive Style: Combo Upper into Combo StraightPPPP92.0%
Defensive Style: guard into throw escape81.8%
Defensive Style: no input81.8%
Defensive Style: Heavy Hook71.6%
Defensive Style: Switch Back Middle71.6%
Defensive Style: Wind Elbow71.6%
Offensive Style: punch into One TwoPP71.6%

55 further openings account for the other 108 rounds.

Counted from 112 of the 129 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
Akira6–12 · 33%5–6 · 45%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.

17 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: 5 of 15 tests hold up