VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

supersonic540

  • Kage
Career matches1,691
Career win rate36.3%
Round win rate51.7%
Peak rank23
Distinct opponents43
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1313 #3,072 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

Vanessa231,6746081,06636.3%
Kage161761135.3%

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

169 of 319 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.6396121
Kage8.048148

By opponent's character

Aoi7.142739
Shun6.639737
Kage7.54513
Goh6.438418
Sarah7.746125
Lau6.740114
Akira7.343918
Jacky6.43825
El Blaze7.64546
Lei Fei6.53894

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

Aoi129375.0%+23.0
Shun93633.3%-22.5
Kage85362.5%+8.5
Pai86275.0%+35.2
Goh75271.4%+6.1
Sarah72528.6%-26.5
Lau61516.7%-25.8
Brad54180.0%+17.7
Akira42250.0%-6.0
Eileen31233.3%-7.9
Jacky3030.0%-32.6
Jean32166.7%+21.4
Lion32166.7%+5.3
El Blaze2020.0%-39.8
Lei Fei1010.0%-38.9

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

Octagon1411378.6%+22.9
Half Fence1311284.6%+39.8
Breakable Half Fence1221016.7%-27.4
Low Fence87187.5%+23.3
Single Wall83537.5%-10.8
Rectangle61516.7%-34.9
Full Fence43175.0%+25.7
Open42250.0%+4.9
Breakable Full Fence3030.0%-65.8
Full Fence and Open2020.0%-59.0

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
Walls5253.8%51.3%+2.6
No walls2060.0%54.6%+5.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

o_U-san_o (Rank 21)2026/09/24220100.0%
かっつん! (Rank 21)2026/09/244040.0%
neco (Rank 24)2026/09/17220100.0%
まろんた (Rank 23)2026/09/17220100.0%
ASSERT(m_pThink); (Rank 21)2026/09/1732166.7%
Might小麥豆漿 (Rank 22)2026/07/2721150.0%
ルクラル_VT (Rank 18)2026/07/2731233.3%
masami.mac (Rank 21)2026/07/272020.0%
ヒロキ (Rank 16)2026/07/272020.0%
Mini (Rank 11)2026/07/27220100.0%
PONKICHI (Rank 8)2026/07/27220100.0%
ちぴかな (Rank 12)2026/07/27220100.0%
4。(yon) (Rank 21)2026/03/2854180.0%
聖☆奈☆☆ (Rank 24)2026/03/2831233.3%
DivineAngel (Rank 16)2026/03/28220100.0%
searing_drama44 (Rank 28)2026/03/282020.0%
moga_moga24 (Rank 25)2026/03/282020.0%
asuwa (Rank 24)2026/03/28220100.0%
霧螺雲 牽壱 (Rank 23)2026/03/2832166.7%
mini0501 (Rank 24)2026/03/2831233.3%
sajitaria0114 (Rank 25)2026/03/28220100.0%
nyanpp (Rank 20)2026/03/282020.0%
omasu_miyazaki (Rank 26)2026/03/282020.0%
hide2480gt (Rank 21)2026/03/28220100.0%
阿佐谷南外科 (Rank 21)2026/03/2843175.0%

Round openings

Every character

Defensive Style: evade down154.7%
Defensive Style: backdash into backward movement123.8%
Defensive Style: guard123.8%
Defensive Style: backdash113.5%
Defensive Style: Back Charge Kick103.1%
Defensive Style: backdash into guardG103.1%
Defensive Style: evade up92.8%
Defensive Style: backdash into Switch Shoulder6P+K+G82.5%
Defensive Style: Cut-in Knee Kick into throwP+G72.2%
backdash into Hiji'uchi6P72.2%
Defensive Style: Low Spin Slicer61.9%
Defensive Style: backdash into Spinning Savate66K+G61.9%
Defensive Style: backdash into back kick+guard4K+G51.6%
Defensive Style: backdash into throw escape51.6%
Defensive Style: guard into throw escape51.6%

119 further openings account for the other 191 rounds.

Vanessa

Career
608–1,066 · 36.3%
This season
68 matches · 52.9%
Peak rank
23

First hit in 18.1% of 271 rounds. Won 63.3% of the rounds they struck first, 51.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: evade down155.5%
Defensive Style: backdash into backward movement124.4%
Defensive Style: guard124.4%
Defensive Style: backdash114.1%
Defensive Style: Back Charge Kick103.7%
Defensive Style: backdash into guardG103.7%
Defensive Style: evade up93.3%
Defensive Style: backdash into Switch Shoulder6P+K+G83.0%
Defensive Style: Cut-in Knee Kick into throwP+G72.6%
Defensive Style: Low Spin Slicer62.2%
Defensive Style: backdash into Spinning Savate66K+G62.2%
Defensive Style: backdash into back kick+guard4K+G51.9%
Defensive Style: backdash into throw escape51.9%
Defensive Style: guard into throw escape51.9%
Defensive Style: kick51.9%

92 further openings account for the other 145 rounds.

Kage

Career
6–11 · 35.3%
This season
13 matches · 46.1%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hiji'uchi6P714.6%
backdash into backward movement510.4%
backdash into Fujinkyaku46K+G36.2%
backdash into guardG36.2%
backdash into Engetsugeri9K+G24.2%
backdash into Hagaryu66K+G24.2%
backdash into Ryu'eikyaku66K24.2%
backdash into forward movement24.2%
backdash into punchP24.2%
guardG24.2%
guardG into Hiji'uchi6P24.2%
Engetsugeri9K+G12.1%
Jibashiri1K12.1%
Sokuten44P+K+G12.1%
backdash into Doukudaki46K12.1%

12 further openings account for the other 12 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Vanessa: not tested (too few rounds)
  • Kage: not tested (too few rounds)