VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

ORENGE_12$

Career matches2,138
Career win rate46.7%
Round win rate45.8%
Peak rank24
Distinct opponents135
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1201 #3,429 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

Vanessa242,1389991,13946.7%

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

1,000 of 1,250 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.44451,000

By opponent's character

Akira7.4445250
Lion7.3438102
Sarah7.444390
Aoi6.941479
Jacky7.947150
Goh7.746047
El Blaze7.846654
Wolf7.947336
Pai6.941759
Kage6.840836
Jeffry8.249028
Eileen7.142426
Taka7.846630
Brad6.841122
Lau7.745923
Vanessa7.847024
Jean7.444119
Shun7.444610
Lei Fei8.450515

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

Akira68363252.9%+13.1
Lion29161355.2%+6.3
Sarah27111640.7%-6.7
Aoi24101441.7%-3.0
Jacky201195.0%-43.5
Goh1761135.3%-9.0
El Blaze1651131.2%-9.4
Wolf167943.8%+5.8
Pai157846.7%-2.5
Kage134930.8%-7.3
Jeffry116554.5%+11.3
Eileen94544.4%+4.2
Taka84450.0%+3.0
Brad76185.7%+46.1
Lau73442.9%-8.3
Vanessa73442.9%+1.1
Jean62433.3%-5.1
Shun51420.0%-12.9
Lei Fei330100.0%+54.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Breakable Full Fence41142734.1%-7.9
Breakable Half Fence34151944.1%+3.1
Octagon34211361.8%+17.6
Half Fence33132039.4%-1.3
Open28151353.6%+3.2
Full Fence2781929.6%-15.3
Low Fence26101638.5%-3.9
Rectangle22101245.5%+2.8
Single Wall2061430.0%-7.0
Full Fence and Open147750.0%+1.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19142.4%42.5%-0.1
No walls7441.9%43.8%-1.9

Walls against open: +1.9 points (95% range -11.2 to +14.9), p 0.780 — 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

nekoneko (Rank 22)2026/09/2285362.5%
kouchant0051 (Rank 21)2026/09/1495455.6%
しろ☆おび。@のびしろF (Rank 23)2026/09/0541325.0%
Jyuryoku_Eileen (Rank 25)2026/08/2951420.0%
NORESPECT (Rank 26)2026/08/2841325.0%
失礼!スマッシュ☆彡 (Rank 25)2026/08/213030.0%
ズサ齋藤 (Rank 27)2026/08/1762433.3%
yasai (Rank 21)2026/08/0543175.0%
kimxxxtt (Rank 21)2026/08/033030.0%
ぽん (Rank 25)2026/07/2851420.0%
委員ちょ (Rank 21)2026/07/2862433.3%
dalmax72 (Rank 26)2026/07/2442250.0%
Pharita (Rank 21)2026/07/2441325.0%
sk901 (Rank 21)2026/07/1664266.7%
パニガーレ (Rank 25)2026/07/054040.0%
yabo (Rank 24)2026/07/0265183.3%
osAnKIRA (Rank 23)2026/07/02147750.0%
うっど (Rank 23)2026/06/25330100.0%
TigerMask (Rank 21)2026/06/1753260.0%
ロク (Rank 26)2026/06/1631233.3%
TaKaArAsHi573 (Rank 22)2026/06/15127558.3%
moreru (Rank 22)2026/05/2142250.0%
你Know鼠一,but鼠二 (Rank 23)2026/05/1042250.0%
Shako_P (Rank 22)2026/04/2331233.3%
shinkita (Rank 21)2026/04/21330100.0%

Round openings

Vanessa

Career
999–1,139 · 46.7%
This season
308 matches · 43.8%
Peak rank
24

First hit in 25.2% of 1,233 rounds. Won 48.5% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 48.9% of rounds, against 32.4% in their other rounds.
  • Against Lion: waits first in 61.6% of rounds, against 36.9% against everyone else.
  • After winning a round: backs off first in 24.6% of rounds, against 13.1% after losing one.
  • When behind: moves in first in 6.1% of rounds, against 2.8% when ahead or level.
  • In round 1: opens with “Defensive Style: Low Spin Slicer” in 9.8% of rounds, against 3.6% in their other rounds.
  • Against Wolf: opens with “Defensive Style: punch into PP Jab~Body” in 11.6% of rounds, against 2.7% against everyone else.
  • After losing a round: opens with “Defensive Style: crouch into 3K Bone Crush Middle” in 17.3% of rounds, against 4.6% after winning one.
  • When behind: opens with “Defensive Style: crouch into 3K Bone Crush Middle” in 16.3% of rounds, against 6.8% when ahead or level.

How is this tested?

Defensive Style: crouch into Bone Crush Middle3K13911.2%
Offensive Style: crouch into Stopping Toe~Second Impact3KK766.1%
Defensive Style: Low Spin Slicer645.2%
Defensive Style: crouch into Low Spin Slicer2K+G433.5%
Defensive Style: punch into Jab~BodyPP403.2%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP362.9%
Defensive Style: backdash into Heel Kick6K+G362.9%
Defensive Style: guard into evade down342.7%
Defensive Style: guard312.5%
Defensive Style: backdash into back kick+guard4K+G272.2%
Offensive Style: guard241.9%
Defensive Style: backdash into Bone Crush Middle3K171.4%
Defensive Style: kick into Switch Left SlicerKK171.4%
Defensive Style: kick161.3%
Offensive Style: kick into punchP151.2%

225 further openings account for the other 628 rounds.

Counted from 305 of the 308 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
Akira28–13 · 68%5–10 · 33%too few to test
Lion5–8 · 38%8–4 · 67%too few to test
Sarah5–14 · 26%1–2 · 33%too few to test
Aoi7–12 · 37%3–0 · 100%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.

3 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: 8 of 15 tests hold up