VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

kojop-oyabin

  • Brad
  • El Blaze
  • Shun
Career matches2,198
Career win rate55.8%
Round win rate51.2%
Peak rank33
Distinct opponents293
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1492 #2,066 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

Vanessa3368341127260.2%
Brad3063132530651.5%
El Blaze3044924420554.3%
Shun2943524618956.5%

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

1,722 of 2,788 rounds counted

5.7 inputs a second (340 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.8348164
El Blaze5.5330828
Shun5.8346631
Vanessa6.237199

By opponent's character

Akira5.7342228
Wolf5.7344193
Jacky5.5332109
Pai5.8347129
El Blaze5.533283
Lau5.8348120
Jeffry5.633672
Aoi5.5328102
Sarah5.332158
Jean5.5331100
Kage5.432497
Lion5.8350101
Goh6.036153
Shun5.834565
Vanessa6.237079
Eileen5.432633
Brad5.834637
Taka5.432538
Lei Fei5.432722
Dural6.23743

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

Akira85424349.4%-1.8
Wolf67333449.2%-1.1
Jacky59332655.9%+8.2
Pai56272948.2%-1.2
El Blaze43212248.8%+0.1
Lau42222052.4%+2.0
Jeffry39231659.0%+9.1
Aoi34211361.8%+8.8
Sarah32151746.9%-5.3
Jean31161551.6%+2.4
Kage31131841.9%-9.9
Lion29111837.9%-7.9
Goh27131448.1%-2.0
Shun27141351.9%-3.2
Vanessa22111150.0%-0.6
Eileen189950.0%-3.9
Brad179852.9%+2.5
Taka146842.9%-10.4
Lei Fei126650.0%-1.1
Dural110100.0%+47.2

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Low Fence96405641.7%-11.5
Octagon72373551.4%+3.1
Rectangle71383353.5%+3.9
Breakable Full Fence67382956.7%+5.7
Full Fence66303645.5%-5.6
Open66372956.1%+3.6
Breakable Half Fence63323150.8%+3.4
Half Fence61293247.5%-0.7
Single Wall58302851.7%+0.3
Full Fence and Open38191950.0%-2.6

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
Walls40051.0%49.5%+1.5
No walls22048.6%51.9%-3.2

Walls against open: +4.8 points (95% range -3.6 to +13.2), p 0.262 — 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

たか (Rank 30)2026/10/0583537.5%
ace-heads69 (Rank 29)2026/10/0553260.0%
BANANA (Rank 32)2026/10/0485362.5%
midori6127 (Rank 28)2026/10/04118372.7%
orz (Rank 31)2026/10/04107370.0%
弱者 (Rank 31)2026/10/0351420.0%
maniaki (Rank 25)2026/10/0393633.3%
YETI-2025 (Rank 31)2026/09/2981712.5%
Johnnybwai (Rank 27)2026/09/2483537.5%
misoazy (Rank 28)2026/09/2473442.9%
ふぇに (Rank 32)2026/09/13103730.0%
jinjin (Rank 32)2026/09/0964266.7%
黒シャツ (Rank 32)2026/09/0953260.0%
dr5046_ryo (Rank 30)2026/09/0874357.1%
indoor_proviso (Rank 28)2026/09/0654180.0%
temp002 (Rank 30)2026/08/2253260.0%
gans.sk602 (Rank 29)2026/05/19104640.0%
shogun-iwaki (Rank 29)2026/05/1751420.0%
cokeshi (Rank 29)2026/05/1754180.0%
カプリッチョ (Rank 28)2026/05/1764266.7%
benkiman9974R (Rank 25)2026/05/1651420.0%
manman (Rank 27)2026/05/16105550.0%
tanechin (Rank 27)2026/05/1154180.0%
tubaki_ok (Rank 27)2026/05/1096366.7%
HB (Rank 31)2026/05/1051420.0%

Round openings

Every character

forward movement into punchP1445.3%
guardG1224.5%
Sit Jab883.3%
guardG into evade up883.3%
guardG into punchP762.8%
guardG into Sit Jab552.0%
guardG into Middle Kick532.0%
backdash into Stop Kick4K461.7%
guardG into evade down441.6%
guardG into kickK431.6%
punchP411.5%
Short Upper3P into Combination Blow3PP381.4%
guardG into Volcano Upper4P+K371.4%
punchP into Jab~High Kick351.3%
guardG into throw escape311.1%

538 further openings account for the other 1,754 rounds.

Counted from 660 of the 686 matches played. The rest were not pulled for openings.

Brad

Career
325–306 · 51.5%
This season
300 matches · 49.7%
Peak rank
30

First hit in 53.0% of 1,216 rounds. Won 57.2% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 58.7% of rounds, against 38.1% in their other rounds.
  • Against Akira: backs off first in 34.4% of rounds, against 12.8% against everyone else.
  • After opening the round before by moving in: moves in first in 20.8% of rounds, against 10.5% after anything else.
  • Against Jeffry: opens with “G guard into P punch” in 11.7% of rounds, against 3.5% against everyone else.

How is this tested?

Sit Jab2P675.4%
forward movement into punchP534.3%
guardG into punchP524.2%
backdash into Stop Kick4K463.7%
guardG into evade up453.6%
guardG443.6%
guardG into Sit Jab2P413.3%
guardG into kickK383.1%
punchP into Jab~High KickPK342.8%
Jab StraightPP into Combination LowPPK282.3%
punchP282.3%
forward movement into Combination LowPPK241.9%
guardG into Middle Kick3K241.9%
punchP into kickK221.8%
forward movement into Jab StraightPP211.7%

197 further openings account for the other 670 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky14–16 · 47%4–2 · 67%too few to test
Akira4–6 · 40%11–5 · 69%too few to test
Pai2–7 · 22%10–8 · 56%too few to test
Wolf5–11 · 31%4–3 · 57%too few to test
Jeffry7–5 · 58%5–2 · 71%too few to test
El Blaze7–8 · 47%4–4 · 50%too few to test
Sarah7–7 · 50%1–3 · 25%too few to test

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?

El Blaze

Career
244–205 · 54.3%
This season
204 matches · 51.0%
Peak rank
30

First hit in 49.5% of 826 rounds. Won 52.6% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 62.7% of rounds, against 39.9% in their other rounds.
  • Against Aoi: waits first in 61.0% of rounds, against 43.8% against everyone else.

How is this tested?

guardG587.0%
forward movement into punchP404.8%
Short Upper3P into Combination Blow3PP384.6%
guardG into Volcano Upper4P+K374.5%
guardG into evade up303.6%
up-back kick+guard7K+G into forward movement303.6%
guardG into Middle Kick3K293.5%
guardG into Rolling Low Knuckle1P232.8%
Middle Kick3K222.7%
Sit Jab2P212.5%
backdash into Darkness Sword43K+G202.4%
backdash into Volcano Upper4P+K192.3%
guardG into evade down172.0%
guardG into Sit Jab2P141.7%
forward movement into Quick HookPP121.4%

163 further openings account for the other 418 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–8 · 64%3–4 · 43%too few to test
Wolf8–11 · 42%3–4 · 43%too few to test
Aoi9–3 · 75%4–4 · 50%too few to test

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?

Shun

Career
246–189 · 56.5%
This season
158 matches · 49.4%
Peak rank
29

First hit in 52.3% of 530 rounds. Won 45.9% of the rounds they struck first, 53.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 48.5% of rounds, against 22.6% in their other rounds.

How is this tested?

forward movement into punchP519.6%
Fukuchougeki2P214.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP214.0%
guardG203.8%
Gyou'in Haishu3P193.6%
guardG into Gyou'in Haishu3P183.4%
forward movement into Saishu RenkangekiPPP163.0%
offensive move163.0%
guardG into evade down142.6%
guardG into evade up132.5%
guardG into punchP132.5%
Honshin Rensenkyaku4K+G112.1%
forward movement into RengekiPP112.1%
Haisenchu1P into Haisenchu Kaikakyaku1PK101.9%
Getsuga Gakushu46P into Honshin TankaP+K91.7%

138 further openings account for the other 268 rounds.

Counted from 132 of the 158 matches played. The rest were not pulled for openings.

Vanessa

Career
411–272 · 60.2%
This season
24 matches · 62.5%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: guard66.1%
Offensive Style: Back Charge Kick55.0%
Offensive Style: guard into evade up44.0%
Defensive Style: Shadow Slicer33.0%
Defensive Style: forward movement into Jab~BodyPP33.0%
Defensive Style: punch into Jab High KickPK33.0%
Offensive Style: forward movement into punchP33.0%
Offensive Style: guard into Sweet Leg Slash1P33.0%
Offensive Style: punch into One TwoPP33.0%
Defensive Style: Wind Elbow into forward dash22.0%
Defensive Style: Wind Elbow into forward movement22.0%
Defensive Style: backdash into Shadow Slicer66K22.0%
Defensive Style: guard into Bone Crush Middle3K22.0%
Defensive Style: guard into throwP+G22.0%
Offensive Style: Leg Guard Crush22.0%

51 further openings account for the other 54 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 (46 here; about 2.3 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

  • Brad: 4 of 15 tests hold up
  • El Blaze: 2 of 15 tests hold up
  • Shun: 1 of 16 tests hold up
  • Vanessa: not tested (too few rounds)