VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

kotobuki-vf

Career matches4,399
Career win rate50.8%
Round win rate42.7%
Peak rank39
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1745 #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

Vanessa394,3992,2332,16650.8%

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

413 of 846 rounds counted

7.2 inputs a second (429 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.2429413

By opponent's character

Sarah7.243051
Akira7.142646
Jacky7.243526
Eileen7.34399
Kage7.142843
Wolf7.444537
Lau6.841042
El Blaze6.941512
Vanessa7.142531
Brad7.34369
Aoi7.041817
Jeffry7.04203
Goh7.44475
Jean7.24338
Lei Fei7.54529
Lion7.343724
Pai7.444719
Shun7.343913
Taka6.43859

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

Sarah2381534.8%-0.9
Akira2271531.8%-6.7
Jacky1610662.5%+25.3
Eileen156940.0%+10.8
Kage1541126.7%-3.4
Wolf147750.0%+14.7
Lau123925.0%-10.0
El Blaze113827.3%-3.0
Vanessa112918.2%-10.1
Brad103730.0%-1.1
Aoi91811.1%-26.3
Jeffry82625.0%-17.6
Goh75271.4%+32.3
Jean73442.9%+15.9
Lei Fei71614.3%-21.9
Lion73442.9%+7.1
Pai61516.7%-24.8
Shun53260.0%+34.7
Taka51420.0%-30.1

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

Low Fence30111936.7%+0.6
Open27111640.7%+8.7
Rectangle26101638.5%+8.6
Breakable Half Fence25121348.0%+14.0
Full Fence24111345.8%+10.3
Single Wall2061430.0%-10.6
Breakable Full Fence1761135.3%+2.4
Full Fence and Open141137.1%-30.0
Half Fence1421214.3%-22.4
Octagon72528.6%-1.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11338.1%34.0%+4.0
No walls7736.4%36.0%+0.4

Walls against open: +3.6 points (95% range -10.9 to +18.2), p 0.625 — 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

cyomiko (Rank 40)2026/07/171551033.3%
ふぇに (Rank 34)2026/07/17330100.0%
CoCoSyrup (Rank 40)2026/07/1632166.7%
KA-GO (Rank 39)2026/07/1451420.0%
manatsu_7 (Rank 43)2026/07/1451420.0%
Umemon2026 (Rank 36)2026/07/1443175.0%
バイキング・ロー (Rank 36)2026/07/11330100.0%
a.k.aとりてん (Rank 38)2026/06/2981712.5%
いえす (Rank 40)2026/06/2972528.6%
RUSH (Rank 38)2026/06/27330100.0%
かえる (Rank 38)2026/06/2731233.3%
T (Rank 39)2026/06/272020.0%
いくお (Rank 42)2026/06/2751420.0%
ダンプよっし~改 (Rank 39)2026/06/1431233.3%
おそろしく早いビート (Rank 38)2026/06/0742250.0%
マハリータまるこ (Rank 39)2026/06/0731233.3%
panda_kage0 (Rank 41)2026/05/283030.0%
ラーメン「おおぼし」 (Rank 37)2026/05/1041325.0%
spacex_falcon_heavy (Rank 40)2026/05/0531233.3%
H-CUBE 駅まえ (Rank 44)2026/05/0541325.0%
패치만하면겜이이상해진다. (Rank 37)2026/04/232020.0%
めっちゃセコいラウ (Rank 36)2026/04/1931233.3%
panda1496 (Rank 41)2026/03/3073442.9%
Aki (Rank 41)2026/03/283030.0%
アレックス・ペレイラ (Rank 41)2026/03/2841325.0%

Round openings

Vanessa

Career
2,233–2,166 · 50.8%
This season
210 matches · 34.8%
Peak rank
39

First hit in 17.9% of 843 rounds. Won 47.0% of the rounds they struck first, 41.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 33.3% of rounds, against 23.2% in their other rounds.
  • Against Akira: backs off first in 44.7% of rounds, against 22.8% against everyone else.
  • After opening the round before by evading: evades first in 28.8% of rounds, against 15.6% after anything else.
  • After winning a round: backs off first in 32.4% of rounds, against 21.6% after losing one.
  • In round 1: opens with “Offensive Style: crouch into 3P Short Upper” in 21.0% of rounds, against 9.1% in their other rounds.
  • Against Sarah: opens with “Offensive Style: Back Charge Kick” in 12.8% of rounds, against 3.8% against everyone else.
  • On Open stages: opens with “Offensive Style: Back Charge Kick” in 13.3% of rounds, against 3.8% on the other stages.

How is this tested?

Offensive Style: crouch into Short Upper3P10212.0%
Offensive Style: guard into throw escape445.2%
Defensive Style: Wind Elbow414.8%
Offensive Style: Back Charge Kick414.8%
Defensive Style: Stinger Low Blow into crouch354.1%
Offensive Style: crouch dash back into Pile Bunker6P+K354.1%
Offensive Style: backdash into Russian Hook43P+K333.9%
Offensive Style: crouch dash back into evade up242.8%
Offensive Style: crouch dash back into guardG202.4%
Offensive Style: evade down into Pile Bunker6P+K172.0%
Defensive Style: guard into throw escape161.9%
Defensive Style: Shadow Slicer151.8%
Defensive Style: crouch into Bone Crush Middle3K141.6%
Offensive Style: Leg Guard Crush into forward movement141.6%
Offensive Style: evade down into Hunting Kick66KK121.4%

160 further openings account for the other 385 rounds.

By stage type

Record against each character on walled and open stages, as Vanessa

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah3–8 · 27%5–7 · 42%too few to test
Akira2–4 · 33%5–10 · 33%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.

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: 7 of 15 tests hold up