VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

Someonetrytowin

  • Akira
  • Shun
  • Wolf
  • Lau
Career matches2,690
Career win rate50.9%
Round win rate49.6%
Peak rank30
Distinct opponents140
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1513 #1,923 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

Vanessa302,4151,2111,20450.1%
Akira2224814210657.3%
Shun1823131056.5%
Wolf2143175.0%
Lau21000—

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

1,423 of 2,221 rounds counted

8.9 inputs a second (533 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa8.95331,415
Akira8.85308

By opponent's character

Akira8.9535362
Jeffry8.8530142
Jacky9.154586
Lau8.953168
Wolf9.1547122
Taka8.752259
Sarah9.054070
Aoi8.852671
Dural8.752190
El Blaze8.953297
Lion8.551247
Shun9.154635
Lei Fei8.551247
Jean8.953243
Brad8.65179
Pai8.752332
Kage9.355913
Goh9.255218
Eileen9.054012

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

Akira129715855.0%+3.9
Jeffry44242054.5%+2.8
Jacky42222052.4%-2.6
Lau36162044.4%-7.4
Wolf35161945.7%-1.5
Taka34142041.2%-2.9
Sarah29141548.3%-2.6
Aoi28141450.0%-3.4
Dural27151255.6%+4.2
El Blaze26111542.3%-0.2
Lion1911857.9%+4.3
Shun179852.9%+3.3
Lei Fei168850.0%-9.4
Jean127558.3%+6.5
Brad119281.8%+34.9
Pai117463.6%+9.1
Kage93633.3%-15.4
Goh72528.6%-30.1
Eileen53260.0%-2.1
Vanessa4040.0%-32.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

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

Breakable Full Fence68383055.9%+5.5
Full Fence65244136.9%-15.4
Rectangle62342854.8%+4.0
Half Fence54302455.6%+1.6
Single Wall54272750.0%-2.6
Low Fence51282354.9%+7.4
Open49212842.9%-7.6
Breakable Half Fence47252253.2%-0.5
Octagon36231363.9%+12.1
Full Fence and Open2416866.7%+17.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls33252.4%52.0%+0.4
No walls15449.4%50.1%-0.8

Walls against open: +1.2 points (95% range -9.6 to +11.9), p 0.830 — 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

PKG (Rank 27)2026/08/2930131743.3%
orz (Rank 31)2026/08/2923101343.5%
gimoring (Rank 27)2026/08/29117463.6%
THE_SnASH (Rank 25)2026/08/29103730.0%
juste (Rank 30)2026/08/29103730.0%
HavocWingPLZG (Rank 26)2026/08/28159660.0%
wcc6181 (Rank 27)2026/08/281912763.2%
haohwhite (Rank 26)2026/08/27107370.0%
nekota (Rank 24)2026/08/2797277.8%
μ (Rank 27)2026/08/271441028.6%
hahaha (Rank 27)2026/08/27139469.2%
old_wheelwind_barbarian (Rank 29)2026/08/2773442.9%
be-shedded (Rank 28)2026/08/2621111052.4%
DDaDDai (Rank 26)2026/08/261331023.1%
rocketopunch (Rank 29)2026/08/2373442.9%
こて (Rank 27)2026/08/2386275.0%
Enemyunit (Rank 27)2026/08/2285362.5%
JACK-ASS (Rank 26)2026/08/2285362.5%
玉面雙飛龍 (Rank 28)2026/08/1765183.3%
SpaceKnight (Rank 27)2026/07/2674357.1%
manekinecogames (Rank 22)2026/05/2587187.5%
headup11 (Rank 26)2026/05/1686275.0%
SALTYFIST (Rank 26)2026/05/05113827.3%
osAnKIRA (Rank 23)2026/04/2685362.5%
咦?還有高手!! (Rank 24)2026/04/1963350.0%

Round openings

Every character

Defensive Style: Wind Elbow1376.2%
Defensive Style: Stinger Low Blow823.7%
Defensive Style: evade up572.6%
Defensive Style: Cut-in Knee Kick into throwP+G542.4%
Defensive Style: kick482.2%
Offensive Style: Body Blow472.1%
Defensive Style: crouch dash forward into evade down421.9%
Defensive Style: crouch dash back into kickK411.8%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP401.8%
Defensive Style: crouch dash back into Switch Left SlicerKK401.8%
Defensive Style: Defensive Elbow (Deflect)381.7%
Offensive Style: Knee Kick381.7%
Defensive Style: Stinger Low Blow into guardG331.5%
Defensive Style: backdash into Heel Kick6K+G301.4%
Defensive Style: backdash into kickK291.3%

408 further openings account for the other 1,467 rounds.

Vanessa

Career
1,211–1,204 · 50.1%
This season
524 matches · 50.8%
Peak rank
30

First hit in 22.0% of 2,140 rounds. Won 52.8% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 20.6% of rounds, against 9.5% in their other rounds.
  • Against Jacky: backs off first in 39.2% of rounds, against 30.7% against everyone else.
  • After opening the round before by moving in: moves in first in 21.5% of rounds, against 7.6% after anything else.
  • After losing a round: attacks straight away in 55.9% of rounds, against 44.5% after winning one.
  • When behind: attacks straight away in 58.4% of rounds, against 43.4% when ahead or level.
  • In round 4 or later: opens with “Defensive Style: kick” in 4.0% of rounds, against 1.6% in their other rounds.
  • Against Jacky: opens with “Defensive Style: kick” in 5.7% of rounds, against 1.9% against everyone else.

How is this tested?

Defensive Style: Wind Elbow1376.4%
Defensive Style: Stinger Low Blow823.8%
Defensive Style: evade up572.6%
Defensive Style: Cut-in Knee Kick into throwP+G542.5%
Defensive Style: kick482.2%
Offensive Style: Body Blow472.2%
Defensive Style: crouch dash forward into evade down422.0%
Defensive Style: crouch dash back into kickK411.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP401.9%
Defensive Style: crouch dash back into Switch Left SlicerKK401.9%
Defensive Style: Defensive Elbow (Deflect)381.8%
Offensive Style: Knee Kick381.8%
Defensive Style: Stinger Low Blow into guardG331.5%
Defensive Style: backdash into Heel Kick6K+G301.4%
Defensive Style: backdash into kickK291.4%

366 further openings account for the other 1,392 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira42–30 · 58%14–17 · 45%+5.8
Jacky12–12 · 50%8–6 · 57%too few to test
Jeffry7–9 · 44%15–7 · 68%too few to test
Wolf11–15 · 42%5–4 · 56%too few to test
Taka11–10 · 52%3–8 · 27%too few to test
Lau5–8 · 38%6–10 · 38%too few to test
Aoi9–9 · 50%4–4 · 50%too few to test
Dural10–9 · 53%3–3 · 50%too few to test
Sarah6–11 · 35%5–1 · 83%too few to test
El Blaze7–7 · 50%1–6 · 14%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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?

Akira

Career
142–106 · 57.3%
This season
12 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P1528.3%
evade up47.5%
Rimon Chouchu66P into forward dash35.7%
backdash into Jouho Touken6P35.7%
backdash into Koboku214P35.7%
backdash into forward dash35.7%
Housui2P23.8%
backdash23.8%
punchP into forward dash23.8%
Jouho Senshou46P11.9%
Koboku214P11.9%
Rimon Chouchu66P into evade down11.9%
Souka Housui3P+K11.9%
Youzentai2K11.9%
backdash into Rimon Chouchu66P11.9%

10 further openings account for the other 10 rounds.

Wolf

Career
3–1 · 75.0%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Knee Lift6K220.0%
Arrow Knuckle3P110.0%
Comet Hook1P110.0%
backdash into Short Shoulder46P+K110.0%
backdash into evade up110.0%
crouch dash back into Arrow Knuckle3P110.0%
crouch dash back into Knee Lift6K110.0%
crouch dash back into throwP+G110.0%
crouch into Low Smash2K110.0%

Shun

Career
13–10 · 56.5%
This season
2 matches · 0.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenshin Kashitai1K+G114.3%
backdash into forward dash114.3%
crouch dash back into Gyou'in Haishu3P114.3%
crouch dash back into guardG114.3%
evade up into punchP114.3%
punchP into RengekiPP114.3%
throwP+G114.3%

Lau

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P240.0%
evade up120.0%
evade up into throw escape120.0%
no input120.0%

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 (16 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 16 tests hold up
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Lau: not tested (too few rounds)