VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

いのふぃー

  • Sarah
Career matches319
Career win rate71.8%
Round win rate55.9%
Peak rank29
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1536 Not ranked yet: the list needs 50 matches. See 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

Vanessa292461796772.8%
Sarah2673502368.5%

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

91 of 111 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.639567
Sarah6.538724

By opponent's character

Akira6.840629
Jacky6.43849
Aoi6.63956
Kage6.237412
Lau6.639613
Brad6.23704
Goh6.84085
Jean6.13685
Sarah5.93554
Shun7.24354

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

Akira86275.0%+15.3
Jacky440100.0%+44.4
Aoi31233.3%-33.8
Kage31233.3%-34.7
Lau31233.3%-27.9
Vanessa220100.0%+22.3
Brad110100.0%+37.8
Goh110100.0%+42.4
Jean1010.0%-56.6
Sarah110100.0%+33.0
Shun1010.0%-80.2

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

Octagon74357.1%-7.2
Low Fence61516.7%-62.3
Full Fence31233.3%-24.6
Half Fence330100.0%+26.9
Rectangle330100.0%+39.2
Breakable Half Fence220100.0%+58.9
Breakable Full Fence110100.0%+33.0
Full Fence and Open110100.0%+37.8

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
Walls1973.7%62.4%+11.3
No walls616.7%65.6%-48.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

syounai (Rank 27)2026/07/021010.0%
CELIS (Rank 27)2026/07/02110100.0%
chimichama (Rank 23)2026/06/30110100.0%
kimxxxtt (Rank 22)2026/06/22110100.0%
cs2skoda (Rank 23)2026/06/22220100.0%
マグロ親方 (Rank 30)2026/06/11110100.0%
イチゲン (Rank 28)2026/06/1121150.0%
HEDO/ (Rank 28)2026/05/31110100.0%
事務員さん (Rank 31)2026/05/312020.0%
meirio (Rank 26)2026/05/31110100.0%
Hypertension (Rank 30)2026/05/311010.0%
フォアグラ (Rank 25)2026/05/311010.0%
あきおじ (Rank 28)2026/05/202020.0%
emespink (Rank 26)2026/05/19110100.0%
haohwhite (Rank 24)2026/05/17220100.0%
fazz00r (Rank 26)2026/05/172020.0%
タイヨウ (Rank 23)2026/05/14220100.0%
あーにぃ (Rank 28)2026/05/14110100.0%
壱色淸淨 (Rank 26)2026/05/14110100.0%
すずもも (Rank 21)2026/05/04220100.0%

Round openings

Every character

Offensive Style: forward movement into punchP1210.8%
Defensive Style: crouch into Bone Crush Middle3K119.9%
Defensive Style: crouch into Stinger Low Blow1P+K87.2%
Defensive Style: forward movement into punchP87.2%
Offensive Style: forward movement into One TwoPP87.2%
forward movement into punchP65.4%
Offensive Style: Bunker Buster into forward movement54.5%
crouch into Squat Straight2P54.5%
Offensive Style: Bunker Buster into forward dash43.6%
Defensive Style: Shadow Slicer32.7%
forward movement into Jab StraightPP32.7%
Defensive Style: Bone Crush Middle into forward dash21.8%
Defensive Style: forward movement into Jab~BodyPP21.8%
Offensive Style: crouch into Sweet Leg Slash1P21.8%
Offensive Style: forward movement into Jab~High KickPK21.8%

28 further openings account for the other 30 rounds.

Vanessa

Career
179–67 · 72.8%
This season
22 matches · 59.1%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: forward movement into punchP1213.8%
Defensive Style: crouch into Bone Crush Middle3K1112.6%
Defensive Style: crouch into Stinger Low Blow1P+K89.2%
Defensive Style: forward movement into punchP89.2%
Offensive Style: forward movement into One TwoPP89.2%
Offensive Style: Bunker Buster into forward movement55.8%
Offensive Style: Bunker Buster into forward dash44.6%
Defensive Style: Shadow Slicer33.5%
Defensive Style: Bone Crush Middle into forward dash22.3%
Defensive Style: forward movement into Jab~BodyPP22.3%
Offensive Style: crouch into Sweet Leg Slash1P22.3%
Offensive Style: forward movement into Jab~High KickPK22.3%
Offensive Style: kick22.3%
Defensive Style: Bone Crush Middle11.1%
Defensive Style: Bone Crush Middle into guardG11.1%

16 further openings account for the other 16 rounds.

Sarah

Career
50–23 · 68.5%
This season
6 matches · 83.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP625.0%
crouch into Squat Straight2P520.8%
forward movement into Jab StraightPP312.5%
crouch into Low Kick2K28.3%
Hide Side Kick (Deflect)P+K14.2%
Rising Elbow6P14.2%
crouch into Leg Slicer2K+G14.2%
evade down into Snap Side Chop Double3PP14.2%
evade up into crouch dash forward14.2%
forward movement into Double Punch Back KickPPK14.2%
guardG into Punch High KickPK14.2%
guardG into Squat Straight2P14.2%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Vanessa: not tested (too few rounds)
  • Sarah: not tested (too few rounds)