VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

しゃーく@べねっさ

Career matches4,876
Career win rate58.4%
Round win rate56.2%
Peak rank43
Distinct opponents84
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2048 #12 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

Vanessa434,8762,8482,02858.4%

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

252 of 1,248 rounds counted

10.1 inputs a second (606 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa10.1606252

By opponent's character

Lion10.864916
Kage9.858992
Jacky10.362144
Akira10.361920
Sarah9.758013
Lau10.16048
El Blaze9.35605
Lei Fei9.65755
Goh10.76435
Brad10.563120
Vanessa11.06588
Aoi10.06034
Taka9.859012

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

Lion38221657.9%-2.2
Kage36241266.7%+9.8
Jacky30191163.3%+7.3
Akira27151255.6%-5.7
Jeffry2618869.2%+7.0
Sarah1881044.4%-15.7
Shun1811761.1%-6.2
Lau1711664.7%+4.3
El Blaze168850.0%-4.3
Lei Fei167943.8%-15.5
Goh1513286.7%+17.5
Brad1210283.3%+23.0
Vanessa115645.5%-14.5
Aoi86275.0%+9.3
Taka74357.1%-7.2
Pai52340.0%-28.2
Jean42250.0%-14.2
Eileen31233.3%-25.1
Wolf32166.7%+8.1

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 Fence46311567.4%+9.3
Single Wall44242054.5%-4.8
Rectangle38251365.8%+5.4
Low Fence31171454.8%-3.7
Half Fence30131743.3%-20.5
Breakable Full Fence2819967.9%+1.7
Breakable Half Fence22121054.5%-8.9
Open2217577.3%+16.3
Full Fence and Open1812666.7%+10.5
Octagon169756.2%-4.7

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18060.6%61.8%-1.2
No walls9759.8%59.3%+0.5

Walls against open: -1.7 points (95% range -14.0 to +10.5), p 0.782 — 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

ちび太☆らふぁ~る (Rank 42)2026/10/1195455.6%
manatsu_7 (Rank 42)2026/10/1153260.0%
空き缶。 (Rank 41)2026/10/1196366.7%
せろり☆ (Rank 44)2026/10/101610662.5%
マルコメX (Rank 40)2026/10/1074357.1%
momotaiga (Rank 42)2026/10/1054180.0%
弐代目JA&れんじぃPA (Rank 42)2026/10/1073442.9%
おさげ (Rank 40)2026/06/092112957.1%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 41)2026/04/3053260.0%
エンたん (Rank 42)2026/04/2441325.0%
めがじぇね (Rank 42)2026/04/24127558.3%
タカアラシと心中 (Rank 42)2026/04/2452340.0%
tu-kun0223 (Rank 38)2026/04/2097277.8%
you_vf (Rank 42)2026/04/14115645.5%
カルティカ (Rank 41)2026/04/1451420.0%
亜希 (Rank 42)2026/04/1452340.0%
茶坊主 (Rank 42)2026/04/0871614.3%
Tokkovanessa_VF (Rank 41)2026/04/0873442.9%
マサオJ (Rank 40)2026/04/0874357.1%
周大人 (Rank 41)2026/04/0864266.7%
がちばん (Rank 41)2026/04/08126650.0%
H-CUBE 駅まえ (Rank 41)2026/04/0653260.0%
おむすび山かず kaz_kcjj (Rank 39)2026/03/3143175.0%
めっちゃセコいラウ (Rank 40)2026/03/3143175.0%
chinpanj (Rank 43)2026/03/3062433.3%

Round openings

Vanessa

Career
2,848–2,028 · 58.4%
This season
310 matches · 60.6%
Peak rank
43

First hit in 26.0% of 1,083 rounds. Won 56.0% of the rounds they struck first, 55.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 27.0% of rounds, against 14.7% in their other rounds.
  • Against Lion: attacks straight away in 58.5% of rounds, against 35.2% against everyone else.
  • On Breakable Half Fence stages: backs off first in 55.3% of rounds, against 35.4% on the other stages.
  • After opening the round before by backing off: backs off first in 50.8% of rounds, against 33.5% after anything else.
  • After winning a round: backs off first in 47.4% of rounds, against 30.9% after losing one.
  • In round 1: opens with “Offensive Style: Landing Knee Kick” in 6.7% of rounds, against 3.4% in their other rounds.
  • Against Akira: opens with “Offensive Style: Landing Knee Kick” in 12.5% of rounds, against 3.4% against everyone else.
  • After losing a round: opens with “Defensive Style: Shadow Slicer” in 11.1% of rounds, against 4.7% after winning one.
  • When behind: opens with “Offensive Style: Landing Knee Kick” in 6.5% of rounds, against 1.9% when ahead or level.

How is this tested?

Defensive Style: Shadow Slicer898.2%
Offensive Style: forward movement into punchP767.0%
Offensive Style: Landing Knee Kick464.2%
Defensive Style: backdash into Stinger Low Blow1P+K444.0%
Defensive Style: forward movement into punchP353.2%
Defensive Style: Wind Elbow343.1%
Defensive Style: Stinger Low Blow into guardG282.6%
Offensive Style: forward movement into One TwoPP272.5%
Defensive Style: backdash into crouch dash back252.3%
Offensive Style: backdash into crouch dash back242.2%
Offensive Style: Bunker Buster211.9%
Defensive Style: Stinger Low Blow181.7%
Offensive Style: forward movement into Combo UpperPPP161.5%
Defensive Style: Shadow Slicer into backdash141.3%
Offensive Style: backdash into back kick+guard4K+G141.3%

233 further openings account for the other 575 rounds.

Counted from 270 of the 310 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
Lion11–10 · 52%5–2 · 71%too few to test
Akira11–7 · 61%3–3 · 50%too few to test
Jeffry11–4 · 73%7–4 · 64%too few to test
Jacky6–4 · 60%4–3 · 57%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.

40 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: 9 of 15 tests hold up