VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

ken-inu-12

  • Brad
  • El Blaze
Career matches2,276
Career win rate59.5%
Round win rate49.6%
Peak rank43
Distinct opponents136
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1823 #311 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

Vanessa431,8731,10776659.1%
Brad3836421914560.2%
Jean—25131252.0%
El Blaze3414140100.0%

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

1,576 of 1,966 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.24321,157
Brad7.3441388
El Blaze7.142731

By opponent's character

Jacky7.5447189
Akira7.4443164
Sarah7.2430151
Lau6.9416146
Vanessa7.645679
Kage7.2435118
Lion7.4442115
Jean7.444464
Shun7.243186
Taka6.740458
Lei Fei6.639443
Eileen6.941672
Pai7.343660
Brad7.042260
Wolf7.444540
Aoi7.846637
Goh7.343843
El Blaze7.544823
Jeffry6.841119
Dural7.24349

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

Jacky53282552.8%+6.0
Akira49193038.8%-9.3
Sarah43182541.9%-11.2
Lau41113026.8%-22.0
Vanessa38201852.6%+3.0
Kage35231265.7%+17.2
Lion34142041.2%-6.8
Jean2920969.0%+19.4
Shun2416866.7%+23.2
Taka21101147.6%+1.4
Lei Fei1951426.3%-10.4
Eileen1881044.4%+1.5
Pai179852.9%-2.0
Brad167943.8%-1.8
Wolf1510566.7%+11.6
Aoi116554.5%+2.9
Goh107370.0%+15.9
El Blaze83537.5%-15.9
Jeffry53260.0%-2.8
Dural3030.0%-45.3

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Single Wall57332457.9%+7.1
Breakable Half Fence56243242.9%-4.7
Octagon56253144.6%-1.9
Full Fence55243143.6%-6.6
Half Fence53282552.8%+5.1
Open53292454.7%+6.9
Rectangle45271860.0%+10.3
Breakable Full Fence42162638.1%-8.1
Low Fence2781929.6%-21.1
Full Fence and Open2013765.0%+17.8

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30746.9%47.9%-1.0
No walls13751.1%50.0%+1.1

Walls against open: -2.0 points (95% range -12.5 to +8.4), p 0.703 — 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

たつや (Rank 40)2026/10/181551033.3%
くりたろう (Rank 39)2026/10/1885362.5%
Sore (Rank 37)2026/10/1764266.7%
ぶーん (Rank 34)2026/10/13107370.0%
寿司眼鉄 (Rank 38)2026/10/13105550.0%
kothiyasanae (Rank 45)2026/10/086060.0%
jinmenusagi (Rank 43)2026/09/2391811.1%
モブ太郎 (Rank 41)2026/09/18115645.5%
デネ (Rank 42)2026/09/14108280.0%
カルティカ (Rank 41)2026/09/10125741.7%
cyomiko (Rank 41)2026/09/051912763.2%
のーむ (Rank 40)2026/09/0563350.0%
ハティーン (Rank 40)2026/07/3161516.7%
めがじぇね (Rank 42)2026/07/3162433.3%
おかし (Rank 42)2026/07/1093633.3%
ちび太★らふぁ~る (Rank 41)2026/07/1062433.3%
かめやま (Rank 43)2026/07/0671614.3%
ぱせり☆ (Rank 41)2026/07/06115645.5%
シエロJ (Rank 42)2026/07/061541126.7%
jean (Rank 42)2026/06/29104640.0%
interceptor (Rank 39)2026/06/2873442.9%
堂島様 (Rank 44)2026/06/2192722.2%
け ん た ろ ⇒ (Rank 42)2026/06/21113827.3%
タカアラシと心中 (Rank 42)2026/05/0663350.0%
めろぴ。 (Rank 40)2026/05/0563350.0%

Round openings

Every character

Offensive Style: forward movement into punchP744.6%
Defensive Style: backdash into Stinger Low Blow1P+K684.2%
Offensive Style: backdash into back kick+guard4K+G623.9%
Offensive Style: backdash into Bunker Buster9P563.5%
Defensive Style: backdash into evade up472.9%
Defensive Style: Shadow Slicer442.7%
Offensive Style: crouch into Leg Guard Crush2P412.5%
Offensive Style: Leg Guard Crush372.3%
Offensive Style: backdash into evade down342.1%
Offensive Style: Back Charge Kick291.8%
Defensive Style: crouch into Sit Jab2P281.7%
Defensive Style: Sit Jab261.6%
Offensive Style: Body Blow251.6%
Offensive Style: forward movement into One TwoPP251.6%
Defensive Style: backdash into evade down231.4%

377 further openings account for the other 992 rounds.

Counted from 398 of the 489 matches played. The rest were not pulled for openings.

Vanessa

Career
1,107–766 · 59.1%
This season
383 matches · 44.9%
Peak rank
43

First hit in 26.8% of 1,490 rounds. Won 53.4% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.6% of rounds, against 5.6% in their other rounds.
  • Against Lion: waits first in 16.9% of rounds, against 7.3% against everyone else.
  • After winning a round: backs off first in 56.0% of rounds, against 21.5% after losing one.
  • When ahead: backs off first in 49.8% of rounds, against 29.3% when level or behind.
  • In round 3: opens with “Offensive Style: forward movement into P punch” in 7.6% of rounds, against 4.0% in their other rounds.
  • Against Wolf: opens with “Offensive Style: forward movement into P punch” in 16.1% of rounds, against 4.4% against everyone else.
  • After winning a round: opens with “Defensive Style: backdash into evade up” in 6.6% of rounds, against 0.7% after losing one.
  • When ahead: opens with “Defensive Style: backdash into 1P+K Stinger Low Blow” in 8.7% of rounds, against 3.0% when level or behind.

How is this tested?

Offensive Style: forward movement into punchP744.9%
Defensive Style: backdash into Stinger Low Blow1P+K684.5%
Offensive Style: backdash into back kick+guard4K+G624.1%
Offensive Style: backdash into Bunker Buster9P563.7%
Defensive Style: backdash into evade up473.1%
Defensive Style: Shadow Slicer442.9%
Offensive Style: crouch into Leg Guard Crush2P412.7%
Offensive Style: Leg Guard Crush372.5%
Offensive Style: backdash into evade down342.2%
Offensive Style: Back Charge Kick291.9%
Defensive Style: crouch into Sit Jab2P281.9%
Defensive Style: Sit Jab261.7%
Offensive Style: Body Blow251.7%
Offensive Style: forward movement into One TwoPP251.7%
Defensive Style: backdash into evade down231.5%

326 further openings account for the other 890 rounds.

Counted from 371 of the 383 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
Sarah10–18 · 36%2–4 · 33%too few to test
Vanessa12–13 · 48%6–4 · 60%too few to test
Akira11–18 · 38%2–1 · 67%too few to test
Lau8–12 · 40%1–10 · 9%too few to test
Lion7–10 · 41%5–8 · 38%too few to test
Jacky9–12 · 43%3–1 · 75%too few to test
Kage8–5 · 62%8–3 · 73%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.

12 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?

Brad

Career
219–145 · 60.2%
This season
98 matches · 58.2%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stop Kick4K1014.1%
Jackal Straight46P+K68.4%
crouch into Sit Jab2P68.4%
Sit Jab2P57.0%
backdash into evade up57.0%
Ducking6P+K+G into Crush Knee KickK+G45.6%
Sway Back4P+K+G into Mighty Knee UpperK34.2%
forward movement into punchP34.2%
Dtee Sawk Dtrohng4P+K22.8%
backdash into evade down22.8%
Dtee Sawk Dtrohng4P+K into backdash11.4%
Elbow Hook6P into kickK11.4%
Sit Jab2P into Elbow Hook6P11.4%
Sit Jab2P into backdash11.4%
Sit Jab2P into forward movement11.4%

20 further openings account for the other 20 rounds.

Counted from 19 of the 98 matches played. The rest were not pulled for openings.

El Blaze

Career
14–0 · 100.0%
This season
8 matches · 100.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Sit Jab2P619.4%
backdash into evade up39.7%
backward movement into Shadow Strike6P39.7%
Sit Jab2P into backdash26.5%
backdash into Darkness Sword43K+G26.5%
Back Knuckle4P into Inferno Savate46PKK13.2%
Back Knuckle4P into punchP13.2%
Rolling Low Knuckle1P13.2%
Shouda46PP into Rising Back Spin Kick46PPK13.2%
backdash into Demon's Tail9P+KK13.2%
backdash into Shadow Spin Kick4PK13.2%
backdash into Volcano Upper4P+K13.2%
backdash into evade down13.2%
backward movement into punchP13.2%
crouch dash back into guardG13.2%

5 further openings account for the other 5 rounds.

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: 8 of 16 tests hold up
  • Brad: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)