VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

tanemaki863

  • Sarah
Career matches1,081
Career win rate58.4%
Round win rate55.1%
Peak rank35
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1725 #679 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

Vanessa3599857941958.0%
Sarah2883523162.6%

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

397 of 457 rounds counted

7.7 inputs a second (464 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.8471344
Sarah7.042053

By opponent's character

Goh7.846550
Jeffry7.947434
Lion7.545341
Akira7.947631
Jacky7.745921
Wolf7.947629
Aoi8.350033
El Blaze7.142626
Shun7.947424
Kage7.645419
Lei Fei7.847012
Pai7.645522
Taka7.746217
Sarah7.243218
Dural7.64549
Vanessa7.84686
Jean8.24945

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

Goh128466.7%+1.1
Jeffry114736.4%-17.8
Lion117463.6%+3.1
Akira109190.0%+33.0
Jacky95455.6%-8.9
Wolf96366.7%-1.4
Aoi74357.1%-8.9
El Blaze75271.4%+13.2
Shun64266.7%+15.2
Kage53260.0%-2.0
Lei Fei51420.0%-46.8
Pai52340.0%-22.5
Taka54180.0%+7.6
Sarah42250.0%-16.4
Dural220100.0%+43.5
Vanessa220100.0%+30.3
Jean110100.0%+27.1

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

Breakable Half Fence2115671.4%+8.5
Open1914573.7%+17.2
Full Fence146842.9%-26.8
Half Fence128466.7%+1.3
Octagon117463.6%-1.2
Rectangle118372.7%+10.1
Breakable Full Fence96366.7%+13.4
Low Fence83537.5%-18.8
Single Wall42250.0%-5.6
Full Fence and Open2020.0%-70.8

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
Walls7864.1%63.7%+0.4
No walls3161.3%57.8%+3.5

Walls against open: -3.2 points (95% range -24.2 to +17.9), p 0.769 — 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

滝太郎(Takitarou) (Rank 32)2026/09/2754180.0%
ニトロ (Rank 33)2026/09/2753260.0%
KENTZ.jp (Rank 35)2026/09/2732166.7%
ワッパ (Rank 34)2026/09/27220100.0%
yas_md (Rank 33)2026/09/27220100.0%
LEO (Rank 32)2026/09/2674357.1%
えびもち (Rank 33)2026/09/2631233.3%
★闘将拉麵男★ (Rank 37)2026/09/2631233.3%
nanbara (Rank 37)2026/09/2621150.0%
おるが@のびしろF (Rank 33)2026/09/2632166.7%
무파ZeroBlue (Rank 34)2026/09/2654180.0%
ザイオン (Rank 34)2026/09/2631233.3%
ダイナマイト門前仲町 (Rank 35)2026/09/072020.0%
∈挙動不審∋ (Rank 33)2026/07/23220100.0%
yamaneko (Rank 34)2026/07/2332166.7%
BANANA (Rank 29)2026/05/3031233.3%
村長~災禍の中心~ (Rank 37)2026/05/3032166.7%
O-llO-l乙lO-lJ (Rank 33)2026/05/3031233.3%
somelight (Rank 27)2026/05/29220100.0%
nasumiso (Rank 29)2026/05/2932166.7%
単騎待ち (Rank 23)2026/05/292020.0%
kobaman (Rank 26)2026/05/2931233.3%
hahaha (Rank 26)2026/05/064040.0%
フロム菊の門 (Rank 29)2026/03/28220100.0%
바블검크라이시스 (Rank 33)2026/03/28220100.0%

Round openings

Every character

Defensive Style: guard5411.8%
guardG194.2%
Defensive Style: Stinger Low Blow into crouch153.3%
Offensive Style: guard122.6%
Defensive Style: punch112.4%
Defensive Style: crouch into Stinger Low Blow1P+K102.2%
Defensive Style: crouch into Bone Crush Middle3K92.0%
Defensive Style: backdash into evade up81.8%
Defensive Style: guard into throw escape81.8%
Offensive Style: Long Barrel Blow81.8%
Offensive Style: backdash into evade down81.8%
Offensive Style: backdash into evade up71.5%
Defensive Style: guard into Sit Jab2P61.3%
punchP61.3%
Defensive Style: Bone Crush Middle51.1%

170 further openings account for the other 271 rounds.

Vanessa

Career
579–419 · 58.0%
This season
92 matches · 64.1%
Peak rank
35

First hit in 27.8% of 381 rounds. Won 62.3% of the rounds they struck first, 53.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Defensive Style: guard5414.1%
Defensive Style: Stinger Low Blow into crouch153.9%
Offensive Style: guard123.1%
Defensive Style: punch112.9%
Defensive Style: crouch into Stinger Low Blow1P+K102.6%
Defensive Style: crouch into Bone Crush Middle3K92.4%
Defensive Style: backdash into evade up82.1%
Defensive Style: guard into throw escape82.1%
Offensive Style: Long Barrel Blow82.1%
Offensive Style: backdash into evade down82.1%
Offensive Style: backdash into evade up71.8%
Defensive Style: guard into Sit Jab2P61.6%
Defensive Style: Bone Crush Middle51.3%
Defensive Style: backdash into Boomerang Hook3P+K51.3%
Defensive Style: guard into Stinger Low Blow1P+K51.3%

139 further openings account for the other 212 rounds.

Sarah

Career
52–31 · 62.6%
This season
19 matches · 52.6%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1925.7%
punchP68.1%
Long Snap Side Chop3P+K56.8%
Low Spin Kick3K+G45.4%
forward movement into punchP45.4%
guardG into throw escape45.4%
Leg Slicer2K+G34.0%
guardG into evade down34.0%
backdash into Crescent Heel4K+G22.7%
guardG into Squat Straight2P22.7%
guardG into punchP22.7%
Crescent Heel4K+G11.4%
Quick Knee6K11.4%
Quick Knee6K into kickK11.4%
Snap Side Chop3P into Setup Combination3PK11.4%

16 further openings account for the other 16 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Vanessa: 0 of 15 tests hold up
  • Sarah: not tested (too few rounds)