VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Vanessa

SilentNephilim

  • Aoi
Career matches114
Career win rate87.7%
Round win rate79.0%
Peak rank22
Distinct opponents6
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1411 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

Vanessa2278661284.6%
Aoi163634294.4%

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

76 of 76 rounds counted

5.6 inputs a second (333 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Aoi5.935252
Vanessa5.029724

By opponent's character

Jacky5.734536
Pai5.935415
Akira5.43238
Brad5.43218
Goh4.72839

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

Jacky10100100.0%-0.0
Pai440100.0%-0.0
Akira220100.0%-0.0
Brad220100.0%-0.0
Goh220100.0%+0.1

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

Full Fence660100.0%-0.0
Breakable Full Fence220100.0%-0.0
Breakable Half Fence220100.0%+0.1
Full Fence and Open220100.0%-0.0
Half Fence220100.0%-0.0
Octagon220100.0%-0.0
Rectangle220100.0%-0.0

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
Walls16100.0%100.0%+0.0

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

DeitySora (Rank 16)880100.0%
boytheblue (Rank 15)440100.0%
Dr.CanOpener (Rank 12)220100.0%
Fuselighter42TV (Rank 21)220100.0%
cate (Rank 26)220100.0%
johncha (Rank 21)220100.0%

Most played opponents, most recent first

Fuselighter42TV (Rank 21)2026/09/02220100.0%
johncha (Rank 21)2026/09/02220100.0%
cate (Rank 26)2026/08/28220100.0%
DeitySora (Rank 16)2026/06/20880100.0%
boytheblue (Rank 15)2026/06/19440100.0%
Dr.CanOpener (Rank 12)2026/06/19220100.0%

Round openings

Every character

Kusanagi2K+G into down punch+kick+guard2P+K+G1317.1%
Defensive Style: Back Charge Kick810.5%
Tenchi In'youP+K+G810.5%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP56.6%
Jousei Ryusenshou214P+K56.6%
Defensive Style: Low Spin Slicer34.0%
Defensive Style: Wind Elbow34.0%
Kusanagi2K+G into throwP+G34.0%
backward movement into Ryusen3P+K34.0%
down, back punch+kick24P+K34.0%
Ouda6P+K into Oushu Hiji'ate6P+KP22.6%
crouch dash back into Sou'unha66K22.6%
evade down into guardG22.6%
evade up into Sou'unha66K22.6%
Chudan Hiji'ate6P into Tsumujisakura6PP11.3%

13 further openings account for the other 13 rounds.

Aoi

Career
34–2 · 94.4%
This season
14 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kusanagi2K+G into down punch+kick+guard2P+K+G1325.0%
Tenchi In'youP+K+G815.4%
Jousei Ryusenshou214P+K59.6%
Kusanagi2K+G into throwP+G35.8%
backward movement into Ryusen3P+K35.8%
down, back punch+kick24P+K35.8%
Ouda6P+K into Oushu Hiji'ate6P+KP23.9%
crouch dash back into Sou'unha66K23.9%
evade down into guardG23.9%
evade up into Sou'unha66K23.9%
Chudan Hiji'ate6P into Tsumujisakura6PP11.9%
Inshou43P+K11.9%
Raijinha6K11.9%
Ryusen3P+K into Ryusen Soushou39P+KP11.9%
Sou'unha66K into Raijinha6K11.9%

4 further openings account for the other 4 rounds.

Vanessa

Career
66–12 · 84.6%
This season
6 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Charge Kick833.3%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP520.8%
Defensive Style: Low Spin Slicer312.5%
Defensive Style: Wind Elbow312.5%
Defensive Style: Heavy Hook into punchP14.2%
Defensive Style: Leopard Strike (Deflect) into punchP14.2%
Defensive Style: Stopping Low into Stopping Low Combo2KP14.2%
Defensive Style: evade up14.2%
Defensive Style: evade up into forward punch+kick6P+K14.2%

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

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