VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

しゅが~nsr

  • Wolf
Career matches18,400
Career win rate41.4%
Round win rate45.0%
Peak rank28
Distinct opponents557
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1410 #2,598 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

Vanessa2818,2777,57610,70141.5%
Wolf22123358828.5%

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

9,279 of 11,713 rounds counted

4.4 inputs a second (267 a minute) this season. Faster than 0% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa4.42679,279

By opponent's character

Jacky4.52731,240
Akira4.42671,020
Wolf4.5271876
Sarah4.5272582
Shun4.4263610
Jean4.4261604
Lau4.4265621
Jeffry4.5272450
Kage4.4262363
Pai4.5268355
Goh4.3260387
El Blaze4.5269372
Aoi4.4266339
Brad4.4265385
Lei Fei4.3261339
Lion4.3259314
Vanessa4.5268157
Eileen4.4266116
Taka4.1246109
Dural4.326040

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

Jacky37215321941.1%-0.1
Akira28811916941.3%+0.2
Wolf27714713053.1%+12.0
Sarah1957611939.0%-1.4
Shun1808010044.4%+3.7
Jean1777410341.8%+0.8
Lau1775612131.6%-10.3
Jeffry157758247.8%+8.3
Kage136429430.9%-9.3
Pai129517839.5%-0.4
Goh127527540.9%+0.9
El Blaze109436639.5%-1.6
Aoi108416738.0%-3.4
Brad107436440.2%-0.4
Lei Fei106307628.3%-11.5
Lion101406139.6%+0.7
Vanessa80364445.0%+4.8
Eileen34122235.3%-2.4
Taka2862221.4%-17.4
Dural103730.0%-8.2

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Full Fence31311619737.1%-4.2
Open30512318240.3%-0.2
Breakable Full Fence30413117343.1%+3.1
Octagon29813915946.6%+7.0
Breakable Half Fence29210618636.3%-4.9
Single Wall28812316542.7%+0.9
Half Fence27410117336.9%-4.2
Rectangle27111615542.8%+2.9
Low Fence26110215939.1%-1.7
Full Fence and Open153658842.5%+1.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,75240.5%40.5%-0.0
No walls85440.7%41.0%-0.3

Walls against open: +0.2 points (95% range -4.0 to +4.5), p 0.913 — 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

Holmes-sensei (Rank 29)2026/10/152071335.0%
igyoken55 (Rank 30)2026/10/1027111640.7%
monky-d-taku (Rank 30)2026/10/091731417.6%
なっちゃんねる (Rank 28)2026/10/091915479.0%
okb@j>おーけーびー (Rank 29)2026/10/0834171750.0%
ぽん (Rank 29)2026/10/062011955.0%
misoazy (Rank 28)2026/10/061881044.4%
genery999 (Rank 30)2026/10/021981142.1%
ER_higante (Rank 28)2026/09/2922111150.0%
cokeshi (Rank 31)2026/09/251951426.3%
gin-chaman (Rank 27)2026/09/1629131644.8%
feeling-frame (Rank 31)2026/09/1625141156.0%
AcidNine-JPN (Rank 28)2026/09/162291340.9%
masabon734 (Rank 27)2026/09/142491537.5%
ちょいそる (Rank 28)2026/09/142491537.5%
a_h_i_k_o (Rank 27)2026/09/022351821.7%
toyotaATSUSHI (Rank 28)2026/08/2821101147.6%
E-BB1 (Rank 27)2026/08/281811761.1%
BANANA (Rank 28)2026/08/192161528.6%
jieraiya39 (Rank 28)2026/07/2534171750.0%
maripon (Rank 29)2026/07/1627161159.3%
nekomanma-01414 (Rank 29)2026/07/143092130.0%
Hi-VisionZERO (Rank 32)2026/07/0230141646.7%
manao_0609 (Rank 29)2026/06/3036162044.4%
たか (Rank 28)2026/06/242071335.0%

Round openings

Every character

Defensive Style: crouch dash forward into evade down1,22711.2%
Defensive Style: crouch dash forward into guardG8677.9%
Offensive Style: crouch dash forward into evade down6786.2%
Defensive Style: Leopard Strike (Deflect)6485.9%
Defensive Style: crouch dash forward into Wind Elbow4P+K3313.0%
Offensive Style: crouch dash forward into Body Blow6P2992.7%
Defensive Style: evade down into guardG2712.5%
Offensive Style: crouch dash forward into guardG2382.2%
Defensive Style: crouch dash forward into Stinger Low Blow1P+K2362.1%
Defensive Style: Shadow Slicer2212.0%
Offensive Style: One Two into Combo UpperPPP2091.9%
Defensive Style: crouch dash forward into punchP1871.7%
Defensive Style: evade down into Spinning Savate66K+G1821.7%
Offensive Style: evade down into guardG1431.3%
Defensive Style: crouch dash forward into Cut-in Knee Kick6K1231.1%

562 further openings account for the other 5,093 rounds.

Counted from 2,705 of the 2,898 matches played. The rest were not pulled for openings.

Vanessa

Career
7,576–10,701 · 41.5%
This season
2,859 matches · 40.8%
Peak rank
28

First hit in 21.1% of 10,740 rounds. Won 50.4% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 66.4% of rounds, against 40.7% in their other rounds.
  • Against El Blaze: backs off first in 34.5% of rounds, against 9.1% against everyone else.
  • On Rectangle stages: attacks straight away in 23.2% of rounds, against 18.1% on the other stages.
  • After opening the round before by moving in: moves in first in 46.6% of rounds, against 34.4% after anything else.
  • After the opponent opened the round before by attacking: evades first in 16.0% of rounds, against 14.0% after anything else.
  • After losing a round: attacks straight away in 23.8% of rounds, against 17.7% after winning one.
  • When behind: attacks straight away in 23.2% of rounds, against 18.0% when ahead or level.
  • In round 1: opens with “Defensive Style: crouch dash forward into G guard” in 20.7% of rounds, against 3.9% in their other rounds.
  • Against Shun: opens with “Defensive Style: Leopard Strike (Deflect)” in 12.4% of rounds, against 5.5% against everyone else.
  • On Half Fence stages: opens with “Offensive Style: crouch dash forward into evade down” in 8.3% of rounds, against 6.1% on the other stages.
  • After opening the round before with “Defensive Style: crouch dash forward into evade down”: opens with “Offensive Style: crouch dash forward into evade down” in 13.2% of rounds, against 6.8% after anything else.
  • After winning a round: opens with “Defensive Style: crouch dash forward into evade down” in 12.3% of rounds, against 5.3% after losing one.
  • When ahead: opens with “Defensive Style: crouch dash forward into evade down” in 12.3% of rounds, against 6.7% when level or behind.

How is this tested?

Defensive Style: crouch dash forward into evade down1,22711.4%
Defensive Style: crouch dash forward into guardG8678.0%
Offensive Style: crouch dash forward into evade down6786.3%
Defensive Style: Leopard Strike (Deflect)6486.0%
Defensive Style: crouch dash forward into Wind Elbow4P+K3313.1%
Offensive Style: crouch dash forward into Body Blow6P2992.8%
Defensive Style: evade down into guardG2712.5%
Offensive Style: crouch dash forward into guardG2382.2%
Defensive Style: crouch dash forward into Stinger Low Blow1P+K2362.2%
Defensive Style: Shadow Slicer2212.0%
Offensive Style: One Two into Combo UpperPPP2091.9%
Defensive Style: crouch dash forward into punchP1871.7%
Defensive Style: evade down into Spinning Savate66K+G1821.7%
Offensive Style: evade down into guardG1431.3%
Defensive Style: crouch dash forward into Cut-in Knee Kick6K1231.1%

508 further openings account for the other 4,935 rounds.

Counted from 2,666 of the 2,859 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
Jacky86–117 · 42%38–59 · 39%+4.2
Akira73–85 · 46%30–55 · 35%+11.6
Wolf79–77 · 51%35–35 · 50%+0.1
Sarah31–61 · 34%31–38 · 45%-10.4
Shun43–66 · 39%28–24 · 54%-12.8
Jean44–56 · 44%21–30 · 41%+5.6
Lau25–62 · 29%18–34 · 35%-5.2
Jeffry47–44 · 52%16–20 · 44%+9.2
Kage23–57 · 29%10–24 · 29%-1.2
Goh29–47 · 38%14–17 · 45%-5.3
Pai25–39 · 39%18–22 · 45%-5.5
El Blaze23–37 · 38%15–17 · 47%too few to test
Aoi20–37 · 35%13–23 · 36%+2.1
Lei Fei17–42 · 29%10–26 · 28%-3.0
Lion28–41 · 41%2–9 · 18%too few to test
Brad21–28 · 43%16–17 · 48%-10.2
Vanessa29–31 · 48%7–10 · 41%too few to test
Eileen5–12 · 29%4–4 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

193 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?

Wolf

Career
35–88 · 28.5%
This season
39 matches · 33.3%
Peak rank
22

First hit in 41.3% of 155 rounds. Won 50.0% of the rounds they struck first, 35.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down2515.8%
crouch dash forward into guardG2415.2%
evade down into guardG2012.7%
Comet Hook1P into Knuckle Part1PP63.8%
Low Drop Kick62K63.8%
Screw Hook63214P into Screw Lariat63214PP63.8%
crouch dash forward into Elbow Butt4P63.8%
R.A.W. AvengerP+K+G42.5%
crouch dash forward into punchP42.5%
crouch into guardG42.5%
Jab StraightPP into One Two UpperPPP21.3%
Low Hammer2P into punchP21.3%
Short Shoulder46P+K21.3%
backdash into guardG21.3%
crouch dash back into evade down21.3%

39 further openings account for the other 43 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 (18 here; about 0.9 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: 13 of 18 tests hold up
  • Wolf: not tested (too few rounds)