VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

rikubon-ps

  • Jacky
  • El Blaze
  • Taka
Career matches11,116
Career win rate49.5%
Round win rate48.1%
Peak rank39
Distinct opponents297
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1723 #688 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

Vanessa3911,0615,4795,58249.5%
Jacky2650183236.0%
Taka2631233.3%
El Blaze2621150.0%

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

5,782 of 6,844 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.03585,752
Jacky5.734013
El Blaze6.136411
Taka5.43246

By opponent's character

Akira6.0360687
Jacky6.1364667
Lau5.9353536
Kage5.8350446
Jean6.0363349
Jeffry5.8350346
Lion6.1367322
Sarah5.8349321
Goh6.0360310
Shun6.2369284
Lei Fei5.7340228
Wolf6.2374184
Brad6.1367197
Aoi5.9352190
El Blaze5.9354178
Pai5.9352185
Taka5.8350160
Vanessa6.2371131
Eileen6.136652
Dural6.33809

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

Akira20210010249.5%+4.6
Jacky2019610547.8%-1.6
Lau145697647.6%+2.9
Kage133538039.9%-5.6
Jean107515647.7%-0.9
Jeffry107584954.2%+7.1
Lion99386138.4%-7.6
Sarah98415741.8%-3.2
Goh89434648.3%-1.0
Shun75314441.3%-5.0
Lei Fei65273841.5%-3.6
Wolf56332358.9%+11.8
Brad53262749.1%+0.4
Aoi52242846.1%-4.2
El Blaze52223042.3%-7.5
Pai51272452.9%+10.2
Taka41212051.2%+9.0
Vanessa40182245.0%+4.3
Eileen1751229.4%-11.9
Dural41325.0%-22.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Single Wall1888610245.7%+1.1
Low Fence178819745.5%+0.6
Half Fence176779943.8%-1.8
Breakable Half Fence174868849.4%+3.4
Full Fence174819346.5%-0.8
Rectangle170888251.8%+4.9
Octagon165709542.4%-6.3
Breakable Full Fence151698245.7%+0.1
Open131557642.0%-7.3
Full Fence and Open78374147.4%-1.0

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,01046.6%46.7%-0.1
No walls49744.7%45.9%-1.2

Walls against open: +1.1 points (95% range -4.3 to +6.5), p 0.681 — 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

hikabun (Rank 35)2026/10/182992031.0%
ゼータ(MSZ-006) (Rank 40)2026/10/161812666.7%
ヘニオ (Rank 35)2026/10/152213959.1%
★闘将拉麵男★ (Rank 40)2026/10/1398494950.0%
かえる (Rank 39)2026/10/121881044.4%
PuzzG/ぱず爺 (Rank 38)2026/10/121991047.4%
寿司眼鉄 (Rank 38)2026/10/1223121152.2%
イイクルーン (Rank 38)2026/10/09168850.0%
会長さん (Rank 35)2026/10/07189950.0%
ピーエス (Rank 39)2026/10/031951426.3%
ctraum (Rank 39)2026/09/301611568.8%
ふぇに (Rank 34)2026/09/282011955.0%
VF12360-PC (Rank 38)2026/09/2621101147.6%
kagesada (Rank 38)2026/09/231661037.5%
expensive-sand (Rank 36)2026/09/1839132633.3%
NORESPECT (Rank 36)2026/09/111881044.4%
ドランクン//Konpay (Rank 39)2026/09/112071335.0%
cyomiko (Rank 41)2026/09/0929121741.4%
ダイゴロー/Daigoro (Rank 37)2026/09/091761135.3%
[VirtuAnalytics]SuperGolden (Rank 35)2026/09/061610662.5%
nanami.madogiwa (Rank 36)2026/09/0528171160.7%
ダンプよっし~2.0 (Rank 38)2026/08/292291340.9%
貧乏リオン/binboulion (Rank 36)2026/07/21179852.9%
くりたろう (Rank 37)2026/07/2025121348.0%
RUSH (Rank 38)2026/07/19178947.1%

Round openings

Every character

Offensive Style: forward movement into punchP4276.8%
Defensive Style: forward movement into punchP3976.3%
Defensive Style: Bone Crush Middle2093.3%
Defensive Style: Stinger Low Blow2003.2%
Offensive Style: backdash into Heel Kick6K+G1462.3%
Offensive Style: backdash into Bunker Buster9P1372.2%
Offensive Style: backdash into back kick+guard4K+G1322.1%
Offensive Style: guard into evade up1221.9%
Offensive Style: backdash into Pile Bunker6P+K1141.8%
Offensive Style: guard1141.8%
Offensive Style: guard into evade down1141.8%
Offensive Style: backdash into evade up981.6%
Defensive Style: Wind Elbow971.5%
Offensive Style: backdash into evade down961.5%
Defensive Style: guard into Stinger Low Blow1P+K911.4%

554 further openings account for the other 3,791 rounds.

Counted from 1,541 of the 1,687 matches played. The rest were not pulled for openings.

Vanessa

Career
5,479–5,582 · 49.5%
This season
1,673 matches · 46.6%
Peak rank
39

First hit in 27.1% of 6,176 rounds. Won 51.8% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.9% of rounds, against 5.0% in their other rounds.
  • Against Lion: waits first in 35.9% of rounds, against 18.0% against everyone else.
  • After opening the round before by attacking: backs off first in 29.1% of rounds, against 25.2% after anything else.
  • After losing a round: moves in first in 30.3% of rounds, against 26.3% after winning one.
  • When behind: moves in first in 31.8% of rounds, against 26.0% when ahead or level.
  • In round 4 or later: opens with “Defensive Style: forward movement into P punch” in 8.8% of rounds, against 5.5% in their other rounds.
  • Against Akira: opens with “Defensive Style: forward movement into P punch” in 10.7% of rounds, against 5.8% against everyone else.
  • After losing a round: opens with “Offensive Style: forward movement into P punch” in 10.6% of rounds, against 5.6% after winning one.
  • When behind: opens with “Offensive Style: forward movement into P punch” in 10.8% of rounds, against 5.9% when ahead or level.

How is this tested?

Offensive Style: forward movement into punchP4276.8%
Defensive Style: forward movement into punchP3976.4%
Defensive Style: Bone Crush Middle2093.4%
Defensive Style: Stinger Low Blow2003.2%
Offensive Style: backdash into Heel Kick6K+G1462.3%
Offensive Style: backdash into Bunker Buster9P1372.2%
Offensive Style: backdash into back kick+guard4K+G1322.1%
Offensive Style: guard into evade up1222.0%
Offensive Style: backdash into Pile Bunker6P+K1141.8%
Offensive Style: guard1141.8%
Offensive Style: guard into evade down1141.8%
Offensive Style: backdash into evade up981.6%
Defensive Style: Wind Elbow971.6%
Offensive Style: backdash into evade down961.5%
Defensive Style: guard into Stinger Low Blow1P+K911.5%

519 further openings account for the other 3,740 rounds.

Counted from 1,527 of the 1,673 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
Jacky51–62 · 45%24–23 · 51%-2.0
Akira60–56 · 52%22–30 · 42%+6.1
Lau37–34 · 52%19–23 · 45%+0.5
Kage22–35 · 39%18–32 · 36%+1.7
Jeffry31–28 · 53%21–16 · 57%-7.0
Sarah32–38 · 46%8–17 · 32%too few to test
Jean27–30 · 47%11–11 · 50%too few to test
Lion18–37 · 33%11–15 · 42%too few to test
Goh15–27 · 36%14–9 · 61%too few to test
Shun13–28 · 32%10–10 · 50%too few to test
Lei Fei13–26 · 33%6–6 · 50%too few to test
Wolf22–12 · 65%6–9 · 40%too few to test
El Blaze13–18 · 42%7–7 · 50%too few to test
Aoi12–13 · 48%7–8 · 47%too few to test
Brad10–11 · 48%8–9 · 47%too few to test
Pai20–15 · 57%4–1 · 80%too few to test
Taka12–8 · 60%4–9 · 31%too few to test
Vanessa5–6 · 45%10–8 · 56%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.

146 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?

Jacky

Career
18–32 · 36.0%
This season
9 matches · 44.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G38.8%
Slant Back Knuckle1P38.8%
forward movement into punchP38.8%
backdash into evade up25.9%
evade down into Slant Back Knuckle1P25.9%
forward movement into kickK25.9%
guardG into evade down25.9%
Long Stride Back Knuckle4P+K12.9%
Middle Kick3K12.9%
Slant Back Knuckle1P into Rage Kick1PK12.9%
Slant Back Knuckle1P into guardG12.9%
backdash into Beat KnuckleP+K12.9%
backdash into Long Stride Back Knuckle4P+K12.9%
backdash into Low Spin Kick1K+G12.9%
backdash into Middle Spin Kick46K+G12.9%

9 further openings account for the other 9 rounds.

El Blaze

Career
1–1 · 50.0%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Volcano Upper4P+K218.2%
backdash into throwP+G218.2%
Backswing Rocket1P+K19.1%
Low Drop Kick1K+G19.1%
Low Spin Kick2K+G19.1%
backdash into evade down19.1%
backdash into evade up19.1%
crouch dash back into throw escape19.1%
forward dash into guardG19.1%

Taka

Career
1–2 · 33.3%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kirikabu Kudaki1P+K116.7%
crouch into Kirikabu Kudaki1P+K116.7%
evade down into Tsuyubarai 22P+KP116.7%
forward dash into Hiji'ate6P116.7%
forward dash into guardG116.7%
forward dash into punchP116.7%

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 (17 here; about 0.9 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 17 tests hold up
  • Jacky: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Taka: not tested (too few rounds)