VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

n-K_37

  • Aoi
  • Jeffry
  • Wolf
  • Goh
  • Taka
  • Jean
  • Lion
Career matches1,212
Career win rate37.4%
Round win rate40.8%
Peak rank24
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1186 #3,464 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

Vanessa2449818831037.8%
Pai—2229912344.6%
Jean21114298525.4%
Aoi21101366535.6%
Jeffry2197346335.0%
Taka2164234135.9%
Wolf2158164227.6%
Lion2450262452.0%
Goh2182625.0%

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

378 of 412 rounds counted

5.4 inputs a second (326 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.5329232
Aoi5.834837
Jeffry5.231059
Wolf4.929620
Goh5.332013
Taka5.835113
Lion5.33214

By opponent's character

Akira5.533069
Aoi5.432561
Jeffry5.231339
Taka5.231037
El Blaze5.734421
Lau5.834528
Jean5.834625
Kage5.331620
Sarah5.331915
Shun6.23695
Wolf5.231316
Vanessa5.432510
Goh5.93547
Lei Fei5.33167
Lion5.13099
Pai5.33193
Dural5.43243
Jacky4.62753

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

Akira2031715.0%-21.2
Aoi1551033.3%+1.0
Jeffry112918.2%-15.6
Taka106460.0%+36.0
El Blaze73442.9%+11.7
Lau72528.6%+0.7
Jean51420.0%-8.9
Kage54180.0%+37.9
Sarah41325.0%-11.3
Shun43175.0%+37.8
Wolf4040.0%-48.2
Vanessa31233.3%+7.2
Goh220100.0%+58.0
Lei Fei2020.0%-28.6
Lion21150.0%+7.1
Pai2020.0%-23.9
Dural1010.0%-8.0
Jacky1010.0%-15.0

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

Rectangle167943.8%+13.7
Single Wall135838.5%+7.9
Breakable Half Fence116554.5%+24.5
Low Fence113827.3%-7.0
Half Fence101910.0%-20.6
Breakable Full Fence93633.3%-1.6
Full Fence71614.3%-26.4
Octagon73442.9%+11.3
Open7070.0%-31.8
Full Fence and Open51420.0%-16.1

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
Walls6035.0%32.8%+2.2
No walls3125.8%31.8%-6.0

Walls against open: +8.2 points (95% range -13.8 to +30.1), p 0.467 — 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

yuzu (Rank 27)2026/10/152020.0%
moomoolien (Rank 16)2026/10/14440100.0%
TaKaArAsHi573 (Rank 24)2026/10/1432166.7%
ハミィ(DQ10の使者) (Rank 24)2026/10/143030.0%
あかげら (Rank 23)2026/08/30220100.0%
委員ちょ (Rank 21)2026/08/28220100.0%
potimaru1059 (Rank 23)2026/08/281010.0%
omuretukun (Rank 24)2026/08/283030.0%
dalmax72 (Rank 22)2026/08/2862433.3%
廿撚二 (Rank 22)2026/08/2132166.7%
コデリン03 (Rank 22)2026/08/1931233.3%
an_dika_001 (Rank 24)2026/07/293030.0%
かりすまっくすさん♡ (Rank 26)2026/07/292020.0%
M&E (Rank 23)2026/07/292020.0%
GWO (Rank 23)2026/07/20220100.0%
kinoppy0126 (Rank 22)2026/07/2053260.0%
紫荆一头牛 (Rank 24)2026/07/202020.0%
HayanieMozu (Rank 21)2026/07/19220100.0%
がいじあおい (Rank 19)2026/07/102020.0%
Martin1833 (Rank 23)2026/06/293030.0%
yabo (Rank 23)2026/06/2221150.0%
御魂木ゑる (Rank 21)2026/06/092020.0%
Fuji_Atsuka (Rank 21)2026/05/2442250.0%
まだまだこれから (Rank 21)2026/05/13330100.0%
Nox (Rank 23)2026/05/132020.0%

Round openings

Every character

Defensive Style: backdash into backward movement247.2%
Defensive Style: Back Charge Kick236.9%
Defensive Style: backdash into back kick+guard4K+G144.2%
backdash into backward movement103.0%
Defensive Style: guard into evade up92.7%
Ouda6P+K into Sayo'arashiP+K92.7%
Defensive Style: guard82.4%
Offensive Style: backdash into backward movement72.1%
Defensive Style: punch into Jab~BodyPP61.8%
backdash into Kamageri4K61.8%
Defensive Style: Stopping Low into Stopping Low Combo2KP51.5%
Defensive Style: crouch into Sit Jab2P51.5%
Defensive Style: evade up into Sit Jab2P51.5%
Offensive Style: Back Charge Kick51.5%
Defensive Style: Sit Jab41.2%

129 further openings account for the other 193 rounds.

Vanessa

Career
188–310 · 37.8%
This season
59 matches · 33.9%
Peak rank
24

First hit in 16.8% of 232 rounds. Won 56.4% of the rounds they struck first, 36.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into backward movement2410.3%
Defensive Style: Back Charge Kick239.9%
Defensive Style: backdash into back kick+guard4K+G146.0%
Defensive Style: guard into evade up93.9%
Defensive Style: guard83.5%
Offensive Style: backdash into backward movement73.0%
Defensive Style: punch into Jab~BodyPP62.6%
Defensive Style: Stopping Low into Stopping Low Combo2KP52.2%
Defensive Style: crouch into Sit Jab2P52.2%
Defensive Style: evade up into Sit Jab2P52.2%
Offensive Style: Back Charge Kick52.2%
Defensive Style: Sit Jab41.7%
Defensive Style: backdash41.7%
Defensive Style: backdash into guardG41.7%
Defensive Style: evade up into Stopping Low Combo2KP41.7%

72 further openings account for the other 105 rounds.

Aoi

Career
36–65 · 35.6%
This season
18 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ouda6P+K into Sayo'arashiP+K913.4%
backdash into Kamageri4K69.0%
backdash into backward movement46.0%
punchP into NirentotsuPP46.0%
Tenchi In'youP+K+G34.5%
down-back punch+kick1P+K34.5%
back, down-back punch+kick41P+K23.0%
backdash into Kusanagi2K+G23.0%
backdash into Sanseigan66P+K23.0%
evade up into Kusanagi2K+G23.0%
evade up into Ouda6P+K23.0%
evade up into crouch23.0%
Gedan Shouda2P into crouch11.5%
Kusanagi2K+G11.5%
Raijinha6K11.5%

23 further openings account for the other 23 rounds.

Goh

Career
2–6 · 25.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement430.8%
backdash into Karura4P+K323.1%
Haraigeri2K+G17.7%
Maegeri3K into Batousatsu3KP17.7%
Soukyu46P17.7%
backdash into Zukotsuwari9P+K17.7%
evade up into Tsukikage6K17.7%
guardG into evade up17.7%

Taka

Career
23–41 · 35.9%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gozougeri4K215.4%
backdash into Mageryu46P215.4%
backdash into backward movement215.4%
Agyou4P+K+G17.7%
Chu Tsuppari6P+K into Aka'oni MidaremageP+K17.7%
Kirikabu Kudaki1P+K17.7%
backdash into Dohyouwari43P17.7%
backdash into guardG17.7%
evade up17.7%
evade up into Tsuyubarai2P+K17.7%

Jean

Career
29–85 · 25.4%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chudan Mawashigeri3K into Chudan~Joudan Mawashigeri3KK125.0%
backdash into Doumawashi Kaitengeri46K+G125.0%
backdash into Kake'uchi46P125.0%
guardG into evade up125.0%

Lion

Career
26–24 · 52.0%
This season
1 matches · 0.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Senkyutai1K125.0%
backdash into Touku Rigou Bantaitetsu46K+G125.0%
evade up125.0%
guardG into Kousoutai2K+G125.0%

Not counted here: Jeffry, Wolf. Their matches were not pulled for openings.

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)
  • Aoi: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lion: not tested (too few rounds)