VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

けいすけ新宿

  • Akira
  • Jacky
Career matches24,086
Career win rate49.3%
Round win rate49.6%
Peak rank34
Distinct opponents1,014
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1523 #1,861 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

Vanessa3421,68310,74610,93749.6%
Akira262,3701,1221,24847.3%
Jacky2633141942.4%

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

14,872 of 19,424 rounds counted

6.4 inputs a second (387 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.33799,537
Akira6.74005,335

By opponent's character

Akira6.74011,517
Jacky6.53891,194
Wolf6.53921,150
Sarah6.33801,140
Jeffry6.5390810
Goh6.7404972
Lau6.6397893
Aoi6.2375833
Jean6.4384764
Shun6.3379788
Pai6.7400730
Brad6.3375697
Kage6.4383580
Vanessa6.4385703
Lion6.1368554
Lei Fei5.9353556
El Blaze6.4382390
Eileen6.4382218
Taka6.6397236
Dural6.4382147

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

Akira53027026050.9%+0.6
Jacky38118219947.8%-1.9
Wolf36920916056.6%+5.5
Sarah32816516350.3%-1.3
Jeffry28114114050.2%-1.3
Goh27915112854.1%+5.3
Lau27711616141.9%-5.5
Aoi26213312950.8%+4.3
Jean26111015142.1%-5.4
Shun25113211952.6%+4.8
Pai22811711151.3%+3.3
Brad22210711548.2%+1.8
Kage2101119952.9%+4.3
Vanessa2058911643.4%-8.8
Lion1887611240.4%-7.5
Lei Fei178889049.4%-0.7
El Blaze132666650.0%-2.0
Eileen76324442.1%-10.2
Taka69412859.4%+8.1
Dural48252352.1%+2.8

0 of 20 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 20 questions at once; about 1.0 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 Half Fence55326928448.6%-2.6
Octagon54327826551.2%+1.4
Low Fence48423524948.5%+0.3
Breakable Full Fence48123724449.3%+0.5
Single Wall46821025844.9%-4.4
Rectangle46525521054.8%+4.1
Open44622622050.7%+1.1
Full Fence42820822048.6%+0.3
Half Fence42121320850.6%+1.6
Full Fence and Open25512812750.2%+0.9

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
Walls2,89150.5%49.8%+0.7
No walls1,39848.0%48.9%-0.9

Walls against open: +1.6 points (95% range -1.7 to +5.0), p 0.338 — 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

Holmes-sensei (Rank 28)2026/10/112291340.9%
真 (Rank 26)2026/10/102011955.0%
サーちゃん (Rank 23)2026/09/1025131252.0%
a39611619 (Rank 21)2026/09/063326778.8%
pinturicchio (Rank 28)2026/09/0622111150.0%
たか (Rank 32)2026/08/2225101540.0%
poteto (Rank 33)2026/08/2230141646.7%
kampfarkz (Rank 29)2026/08/2124141058.3%
KillBill (Rank 31)2026/08/2128171160.7%
toyotaATSUSHI (Rank 35)2026/08/172191242.9%
mossan_opa2 (Rank 33)2026/08/1723131056.5%
LEO (Rank 30)2026/08/0520101050.0%
ジークリオン (Rank 35)2026/08/0326101638.5%
reiya---0602 (Rank 34)2026/07/2938112728.9%
Hi-VisionZERO (Rank 32)2026/07/2224141058.3%
GOODGODDOG (Rank 30)2026/07/222251722.7%
グランドおじいちゃん (Rank 32)2026/07/2245143131.1%
west-muta (Rank 30)2026/07/2031151648.4%
JAYABOX (Rank 28)2026/07/1739211853.9%
champion-244 (Rank 28)2026/07/1041301173.2%
ヘニオ (Rank 32)2026/07/0556213537.5%
pokkurl_7 (Rank 25)2026/06/272081240.0%
kuuhaku-zero9 (Rank 30)2026/05/3132181456.2%
マーレさん (Rank 32)2026/05/3149242549.0%
AOEアオイ (Rank 32)2026/05/2430201066.7%

Round openings

Every character

Defensive Style: guard6953.6%
Offensive Style: punch into One TwoPP6913.6%
Defensive Style: Shadow Slicer5272.8%
Offensive Style: backdash into Pile Bunker6P+K4812.5%
Defensive Style: Stinger Low Blow4322.3%
guardG4232.2%
Offensive Style: Pile Bunker3732.0%
Defensive Style: backdash into back kick4K2481.3%
Offensive Style: Long Barrel Blow2481.3%
Offensive Style: guard2391.2%
Offensive Style: Spinning Savate2221.2%
Offensive Style: Landing Knee Kick into punchP2201.1%
Offensive Style: Leg Guard Crush into forward movement2151.1%
Offensive Style: punch2081.1%
Offensive Style: One Two into Combo UpperPPP2041.1%

1,370 further openings account for the other 13,630 rounds.

Counted from 4,678 of the 4,775 matches played. The rest were not pulled for openings.

Vanessa

Career
10,746–10,937 · 49.6%
This season
3,440 matches · 49.2%
Peak rank
34

First hit in 17.5% of 13,894 rounds. Won 54.2% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 30.8% of rounds, against 20.8% in their other rounds.
  • Against Akira: backs off first in 26.5% of rounds, against 14.2% against everyone else.
  • On Rectangle stages: attacks straight away in 51.3% of rounds, against 46.0% on the other stages.
  • After opening the round before by waiting: waits first in 25.2% of rounds, against 19.3% after anything else.
  • After the opponent opened the round before by moving in: waits first in 22.6% of rounds, against 20.4% after anything else.
  • After winning a round: backs off first in 23.2% of rounds, against 11.1% after losing one.
  • When ahead: backs off first in 23.1% of rounds, against 13.6% when level or behind.
  • In round 1: opens with “Offensive Style: punch into PP One Two” in 7.4% of rounds, against 4.1% in their other rounds.
  • Against Akira: opens with “Offensive Style: backdash into 6P+K Pile Bunker” in 7.7% of rounds, against 2.9% against everyone else.
  • After losing a round: opens with “Defensive Style: guard” in 6.5% of rounds, against 2.2% after winning one.
  • When behind: opens with “Defensive Style: guard” in 6.5% of rounds, against 3.0% when ahead or level.

How is this tested?

Defensive Style: guard6955.0%
Offensive Style: punch into One TwoPP6914.9%
Defensive Style: Shadow Slicer5273.8%
Offensive Style: backdash into Pile Bunker6P+K4813.4%
Defensive Style: Stinger Low Blow4323.1%
Offensive Style: Pile Bunker3732.7%
Defensive Style: backdash into back kick4K2481.8%
Offensive Style: Long Barrel Blow2481.8%
Offensive Style: guard2391.7%
Offensive Style: Spinning Savate2221.6%
Offensive Style: Landing Knee Kick into punchP2201.6%
Offensive Style: Leg Guard Crush into forward movement2151.5%
Offensive Style: punch2081.5%
Offensive Style: One Two into Combo UpperPPP2041.5%
Defensive Style: Wind Elbow1741.2%

922 further openings account for the other 8,802 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira119–115 · 51%61–59 · 51%-0.5
Wolf119–73 · 62%39–35 · 53%+10.4
Jacky93–94 · 50%28–34 · 45%+3.0
Jean63–78 · 45%28–41 · 41%+2.8
Goh74–47 · 61%32–30 · 52%+10.2
Jeffry70–66 · 51%27–32 · 46%+8.9
Aoi57–59 · 49%24–30 · 44%+0.1
Lau52–65 · 44%16–26 · 38%+7.3
Sarah55–52 · 51%27–24 · 53%-5.4
Brad59–56 · 51%19–30 · 39%+8.7
Shun39–42 · 48%38–25 · 60%-11.8
Lion30–52 · 37%26–36 · 42%-4.9
Kage54–45 · 55%18–23 · 44%+9.4
Pai37–39 · 49%27–25 · 52%-5.6
Lei Fei45–39 · 54%18–23 · 44%+15.2
Vanessa24–43 · 36%10–20 · 33%-6.3
El Blaze21–34 · 38%13–4 · 76%too few to test
Taka23–18 · 56%6–2 · 75%too few to test
Eileen14–10 · 58%4–12 · 25%too few to test
Dural8–12 · 40%10–4 · 71%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
1,122–1,248 · 47.3%
This season
1,315 matches · 50.3%
Peak rank
26

First hit in 46.7% of 4,959 rounds. Won 53.8% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 48.1% of rounds, against 27.1% in their other rounds.
  • Against Akira: backs off first in 33.8% of rounds, against 15.9% against everyone else.
  • After opening the round before by waiting: waits first in 32.7% of rounds, against 24.2% after anything else.
  • After winning a round: backs off first in 27.9% of rounds, against 9.9% after losing one.
  • When ahead: backs off first in 27.3% of rounds, against 13.5% when level or behind.
  • Against a Shun on 10+ drinks: waits first in 38.7% of rounds, against 28.4% against a Shun on other counts.
  • In round 1: opens with “G guard” in 11.1% of rounds, against 7.4% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 15.7% of rounds, against 1.5% against everyone else.
  • After losing a round: opens with “G guard” in 10.0% of rounds, against 4.8% after winning one.
  • When behind: opens with “G guard” in 9.3% of rounds, against 5.9% when ahead or level.

How is this tested?

guardG4158.3%
Souka Housui3P+K1683.4%
Rimon Chouchu66P1583.2%
crouch dash forward into Youhou33P1412.8%
backdash into Jouho Senshou46P1402.8%
guardG into Senzankou66P+K1182.4%
Jouho Senshou46P1162.3%
guardG into Jouho Touken6P1072.1%
guardG into Souka Housui3P+K1012.0%
crouch dash forward into Rimon Chouchu66P961.9%
guardG into Youhou33P891.8%
Senzankou66P+K791.6%
forward dash into Jouho Touken6P701.4%
Senzankou66P+K into throwP+G691.4%
guardG into forward dash661.3%

390 further openings account for the other 3,061 rounds.

Counted from 1,218 of the 1,315 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah38–43 · 47%26–20 · 57%-0.7
Akira34–27 · 56%19–21 · 48%+4.3
Jacky26–34 · 43%18–20 · 47%-10.2
Lau30–27 · 53%11–15 · 42%too few to test
Vanessa27–20 · 57%19–12 · 61%too few to test
Pai25–20 · 56%13–11 · 54%too few to test
Shun25–20 · 56%8–12 · 40%too few to test
Wolf22–18 · 55%3–15 · 17%too few to test
Aoi22–19 · 54%10–7 · 59%too few to test
Goh23–20 · 53%4–8 · 33%too few to test
Jeffry22–22 · 50%7–7 · 50%too few to test
El Blaze13–12 · 52%14–13 · 52%too few to test
Kage16–16 · 50%9–8 · 53%too few to test
Brad8–8 · 50%7–6 · 54%too few to test
Lei Fei9–10 · 47%2–8 · 20%too few to test
Jean8–14 · 36%3–7 · 30%too few to test
Eileen5–9 · 36%5–7 · 42%too few to test
Lion5–11 · 31%2–0 · 100%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.

97 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
14–19 · 42.4%
This season
20 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG89.6%
punchP into Jab StraightPP78.4%
backdash into Spinning Back Knuckle4P67.2%
guardG into Groin Kick6K+G33.6%
guardG into High Angle Upper Kick6K33.6%
Dash Hammer Kick66K22.4%
Middle Spin Kick46K+G22.4%
Squat Straight2P22.4%
Step-in Middle Kick66K+G22.4%
crouch dash back into Low Spin Kick1K+G22.4%
crouch into Groin Kick6K+G22.4%
evade down into guardG22.4%
punchP into Punch High KickPK22.4%
punchP into Spinning Arm Kick4PK22.4%
Bil Jee6P+K11.2%

37 further openings account for the other 37 rounds.

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 (36 here; about 1.8 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: 11 of 18 tests hold up
  • Akira: 10 of 18 tests hold up
  • Jacky: not tested (too few rounds)