VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

サガールさん

Career matches732
Career win rate55.5%
Round win rate53.5%
Peak rank29
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1434 #2,440 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

Vanessa2973240632655.5%

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

400 of 514 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.4446400

By opponent's character

Jacky7.645672
Wolf8.048264
Akira7.645440
Pai7.444537
Aoi7.444720
Sarah7.243332
Jean6.941617
Lion7.344015
Shun7.444323
Taka6.539119
El Blaze6.840714
Vanessa6.94113
Eileen7.14243
Goh7.746413
Lau7.44427
Jeffry7.44439
Kage7.14239
Lei Fei6.53923

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

Jacky25141156.0%-0.9
Wolf179852.9%-4.7
Akira128466.7%+3.7
Pai116554.5%-5.4
Aoi95455.6%-15.0
Sarah82625.0%-34.1
Jean73442.9%-10.9
Lion76185.7%+23.4
Shun64266.7%+2.0
Taka550100.0%+37.8
El Blaze42250.0%+0.2
Vanessa41325.0%-18.0
Eileen330100.0%+41.0
Goh32166.7%-0.2
Lau32166.7%+5.1
Brad220100.0%+50.8
Jeffry220100.0%+46.1
Kage2020.0%-50.3
Lei Fei110100.0%+51.0

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

Full Fence2215768.2%+8.3
Low Fence1813572.2%+14.2
Breakable Full Fence1610662.5%+1.5
Rectangle168850.0%-8.2
Single Wall157846.7%-14.2
Breakable Half Fence117463.6%+4.6
Half Fence83537.5%-20.3
Open85362.5%+9.3
Octagon64266.7%+2.9
Full Fence and Open1010.0%-66.5

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
Walls7959.5%59.9%-0.4
No walls4161.0%58.5%+2.5

Walls against open: -2.9 points (95% range -22.2 to +16.5), p 0.771 — 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

え~る (Rank 28)2026/10/1532166.7%
HAM (Rank 30)2026/10/14220100.0%
こて (Rank 29)2026/10/14104640.0%
要你命3000 (Rank 26)2026/10/0321150.0%
BANANA (Rank 31)2026/10/022020.0%
ぽん (Rank 28)2026/09/2921150.0%
tamaneen (Rank 30)2026/09/1821150.0%
twinsshine (Rank 28)2026/09/17220100.0%
yasai (Rank 23)2026/09/08220100.0%
be-shedded (Rank 28)2026/08/2732166.7%
auftakt (Rank 25)2026/07/3086275.0%
[Garnet]agingcurvedAjeossi (Rank 25)2026/07/29330100.0%
orz (Rank 26)2026/07/2721150.0%
camelvf (Rank 26)2026/07/2532166.7%
しろ☆おび。 (Rank 26)2026/07/0931233.3%
Gun-Interceptor (Rank 29)2026/07/09220100.0%
yabo (Rank 23)2026/06/09220100.0%
じんどば (Rank 23)2026/06/09220100.0%
doublehighz (Rank 21)2026/06/0532166.7%
☆瞳氷☆ (Rank 23)2026/05/28440100.0%
shiphon74 (Rank 27)2026/05/1431233.3%
パニガーレ (Rank 24)2026/05/1031233.3%
moreru (Rank 22)2026/05/08220100.0%
Thebabycrawl (Rank 15)2026/04/20220100.0%
shinkita (Rank 16)2026/04/16220100.0%

Round openings

Vanessa

Career
406–326 · 55.5%
This season
131 matches · 58.8%
Peak rank
29

First hit in 30.7% of 485 rounds. Won 58.4% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • Against Jacky: opens with “Defensive Style: Parrying High Kick (Deflect) into 46KP Parrying Combination” in 20.2% of rounds, against 6.6% against everyone else.
  • After winning a round: opens with “Defensive Style: Back Charge Kick” in 11.8% of rounds, against 3.4% after losing one.
  • When ahead: opens with “Defensive Style: Parrying High Kick (Deflect) into 46KP Parrying Combination” in 15.3% of rounds, against 7.3% when level or behind.

How is this tested?

Defensive Style: Back Charge Kick489.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP459.3%
Defensive Style: kick into Switch Left SlicerKK336.8%
Defensive Style: guard into evade down275.6%
Offensive Style: Back Charge Kick255.1%
Defensive Style: evade down into guardG142.9%
Defensive Style: backdash into Back Charge Kick44K+G132.7%
Defensive Style: backdash into Heel Kick6K+G132.7%
Defensive Style: Leopard Strike (Deflect)112.3%
Defensive Style: backdash into back kick+guard4K+G102.1%
Offensive Style: Counter Strike into punchP91.9%
Offensive Style: forward movement91.9%
Offensive Style: kick91.9%
Offensive Style: kick into crouch91.9%
Defensive Style: back kick into Back Knuckle6P71.4%

102 further openings account for the other 204 rounds.

Counted from 124 of the 131 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
Jacky8–7 · 53%4–4 · 50%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.

7 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 (14 here; about 0.7 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: 3 of 14 tests hold up