VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Vanessa

うっしー

  • Shun
  • Brad
Career matches427
Career win rate76.3%
Round win rate55.8%
Peak rank34
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1734 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

Vanessa342962207674.3%
Shun32123992480.5%
Brad26330100.0%
Lau—330100.0%
Jacky—21150.0%

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

140 of 163 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.438393
Shun7.645842
Brad6.84095

By opponent's character

Jacky7.042032
Sarah6.639830
Lau6.337612
Aoi7.344011
Eileen5.935412
Goh7.042213
Jean6.53893
Kage5.93535
Lion6.438610
Brad6.63943
Dural8.45064
Jeffry7.84675

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

Jacky85362.5%+2.3
Sarah74357.1%-17.4
Lau42250.0%-16.7
Aoi32166.7%+11.4
Eileen32166.7%+15.0
Goh32166.7%+2.5
Jean32166.7%+4.8
Kage21150.0%-13.5
Lion21150.0%-3.0
Akira110100.0%+32.6
Brad110100.0%+48.4
Dural110100.0%+28.6
Jeffry110100.0%+41.8
Pai1010.0%-66.0

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

Breakable Full Fence84450.0%-7.2
Full Fence85362.5%-3.2
Open85362.5%+1.3
Low Fence64266.7%-1.4
Half Fence2020.0%-72.2
Octagon220100.0%+42.2
Rectangle220100.0%+37.8
Single Wall110100.0%+48.4

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
Walls2259.1%61.4%-2.3
No walls1566.7%63.5%+3.2

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

kazukun-taka (Rank 33)2026/10/161010.0%
ルビーロマン葵 (Rank 33)2026/10/16110100.0%
bonbon (Rank 33)2026/09/28110100.0%
MaxMuncy(お茶 (Rank 27)2026/09/13110100.0%
ぽん (Rank 30)2026/08/31110100.0%
Umemon2026 (Rank 36)2026/06/1431233.3%
whitnes (Rank 33)2026/06/1332166.7%
Teruo_1114 (Rank 31)2026/06/0332166.7%
NEWTYPE (Rank 37)2026/05/31110100.0%
ゆい (Rank 37)2026/05/3121150.0%
fuga__55 (Rank 35)2026/05/311010.0%
RunneR (Rank 31)2026/05/2821150.0%
アドリブ使い (Rank 34)2026/05/28110100.0%
のびもあ (Rank 37)2026/05/2132166.7%
お~ちゃん (Rank 33)2026/05/2131233.3%
raduakira (Rank 33)2026/05/2131233.3%
MikuMartineau (Rank 31)2026/05/211010.0%
ガリバー (Rank 30)2026/05/18110100.0%
NaNa (Rank 34)2026/05/17220100.0%
yamaneko (Rank 33)2026/05/15110100.0%
temp002 (Rank 29)2026/04/221010.0%
hayate (Rank 28)2026/04/06110100.0%
zephyr_dural (Rank 30)2026/04/06110100.0%
MOTO (Rank 30)2026/04/06220100.0%

Round openings

Every character

Defensive Style: forward movement into punchP1811.8%
Offensive Style: forward movement into punchP1711.1%
Defensive Style: crouch into Stinger Low Blow1P+K106.5%
Offensive Style: evade up into kickK74.6%
crouch into Haisenchu1P74.6%
crouch into Gyou'in Haishu3P42.6%
forward dash into evade up42.6%
Offensive Style: backdash into Spinning Savate66K+G32.0%
Offensive Style: evade up32.0%
Offensive Style: forward dash into Spinning Savate66K+G32.0%
Defensive Style: Stinger Low Blow21.3%
Defensive Style: backdash into Switch Left SlicerKK21.3%
Defensive Style: forward dash into Stinger Low Blow1P+K21.3%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K21.3%
Getsuga Gakushu46P into Honshin TankaP+K21.3%

56 further openings account for the other 67 rounds.

Counted from 38 of the 40 matches played. The rest were not pulled for openings.

Vanessa

Career
220–76 · 74.3%
This season
24 matches · 54.2%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: forward movement into punchP1818.6%
Offensive Style: forward movement into punchP1717.5%
Defensive Style: crouch into Stinger Low Blow1P+K1010.3%
Offensive Style: evade up into kickK77.2%
Offensive Style: backdash into Spinning Savate66K+G33.1%
Offensive Style: evade up33.1%
Offensive Style: forward dash into Spinning Savate66K+G33.1%
Defensive Style: Stinger Low Blow22.1%
Defensive Style: backdash into Switch Left SlicerKK22.1%
Defensive Style: forward dash into Stinger Low Blow1P+K22.1%
Offensive Style: Bunker Buster into forward movement22.1%
Offensive Style: backdash into evade down22.1%
Offensive Style: evade up into Guard Crush TornadoK+G22.1%
Offensive Style: forward dash into punchP22.1%
Defensive Style: Wind Elbow into forward dash11.0%

21 further openings account for the other 21 rounds.

Shun

Career
99–24 · 80.5%
This season
15 matches · 73.3%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P713.7%
crouch into Gyou'in Haishu3P47.8%
forward dash into evade up47.8%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K23.9%
Getsuga Gakushu46P into Honshin TankaP+K23.9%
Getsuga Gakushu46P into evade up23.9%
Haisenchu1P23.9%
Haisenchu1P into crouch23.9%
backdash into Getsuga Gakushu46P23.9%
backdash into offensive move23.9%
forward dash into Chubu Soutenkyaku66K23.9%
forward dash into evade down23.9%
Getsuga Gakushu46P12.0%
Getsuga Gakushu46P into backdash12.0%
Getsuga Gakushu46P into crouch12.0%

15 further openings account for the other 15 rounds.

Counted from 13 of the 15 matches played. The rest were not pulled for openings.

Brad

Career
3–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K120.0%
backdash into throwP+G120.0%
crouch dash forward into Sawk Klab6P+K120.0%
crouch into Sharp Shoot1P120.0%
forward movement into punchP120.0%

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)
  • Shun: not tested (too few rounds)
  • Brad: not tested (too few rounds)