VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Vanessa

あのくん

  • Taka
Career matches615
Career win rate57.4%
Round win rate49.0%
Peak rank26
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1316 #3,061 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

Vanessa2639920919052.4%
Taka262161447266.7%

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

633 of 633 rounds counted

6.6 inputs a second (395 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.2370388
Taka7.2434245

By opponent's character

Wolf6.539288
Akira6.740074
Jacky7.444371
Sarah6.337662
Vanessa5.935437
Jean6.438639
Jeffry6.237239
Lau6.438333
Aoi6.438634
Eileen6.538930
Dural6.840822
El Blaze6.539028
Lei Fei6.840622
Lion6.840814
Goh6.438713
Pai6.941613
Shun7.947410
Taka5.83484

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

Wolf2281436.4%-19.2
Akira1881044.4%-14.4
Jacky167943.8%+2.2
Sarah158753.3%+3.3
Vanessa102820.0%-10.2
Jean95455.6%+14.1
Jeffry93633.3%-29.2
Lau97277.8%+32.7
Aoi85362.5%+5.2
Eileen76185.7%+39.1
Dural62433.3%-9.3
El Blaze63350.0%-5.5
Lei Fei54180.0%+29.5
Lion41325.0%-16.6
Goh32166.7%+4.1
Pai32166.7%+12.4
Shun220100.0%+34.6
Taka110100.0%+51.3

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 Fence2012860.0%+3.8
Half Fence2012860.0%+17.4
Breakable Half Fence1910952.6%-1.1
Open189950.0%+12.7
Octagon1761135.3%-13.8
Rectangle179852.9%-7.9
Breakable Full Fence93633.3%-9.6
Low Fence95455.6%+1.7
Full Fence and Open62433.3%+6.4
Single Wall63350.0%-5.1

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
Walls10251.0%51.6%-0.6
No walls3351.5%45.9%+5.6

Walls against open: -6.2 points (95% range -25.1 to +12.7), p 0.519 — 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

BANANA (Rank 30)2026/10/184040.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/10/182020.0%
豆次郎 (Rank 23)2026/10/1852340.0%
katane3415 (Rank 23)2026/10/1842250.0%
Leejang (Rank 27)2026/10/1832166.7%
カミナリおやじ (Rank 27)2026/10/1721150.0%
サーちゃん (Rank 23)2026/10/1785362.5%
orz (Rank 30)2026/10/17102820.0%
HayanieMozu (Rank 23)2026/10/1632166.7%
M&E (Rank 23)2026/10/1531233.3%
∞オロチ丸∞ (Rank 27)2026/10/1452340.0%
無槪念野獸/무개념야수 (Rank 26)2026/10/1431233.3%
48歳技覚えられないよ (Rank 26)2026/10/1453260.0%
akagi (Rank 23)2026/10/142020.0%
Fuji-Atsuka (Rank 21)2026/10/1396366.7%
パニガーレ (Rank 25)2026/10/1231233.3%
gnarapum (Rank 24)2026/10/1153260.0%
jackgnhang (Rank 29)2026/10/1031233.3%
twinsshine (Rank 26)2026/10/1032166.7%
TaKaArAsHi573 (Rank 29)2026/10/0984450.0%
マクシミリアン15世 (Rank 29)2026/09/2931233.3%
ぼるた★Tiktok配信中 (Rank 26)2026/09/2932166.7%
hahaha (Rank 28)2026/09/2994544.4%
cs2skoda (Rank 23)2026/09/2731233.3%
びすぽ! (Rank 14)2026/09/2693633.3%

Round openings

Taka

Career
144–72 · 66.7%
This season
60 matches · 53.3%
Peak rank
26

First hit in 47.0% of 166 rounds. Won 42.3% of the rounds they struck first, 52.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP148.4%
punchP into Tsuppari 2PP106.0%
backdash into guardG95.4%
backdash into Kachi'age33P+K84.8%
punchP into forward dash84.8%
Aka'oni MidaremageP+K74.2%
backdash into evade up53.0%
punchP into Hiji'ate6P53.0%
punchP into evade down53.0%
Shita Harite2P42.4%
evade up into guardG42.4%
kickK42.4%
punchP into backdash42.4%
punchP into crouch42.4%
Ao'oni Midaremage214P+K31.8%

53 further openings account for the other 72 rounds.

Counted from 40 of the 60 matches played. The rest were not pulled for openings.

Not counted here: Vanessa. Their matches were not pulled for openings.

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

  • Taka: not tested (too few rounds)