VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

akizuki-type-t

Career matches2,103
Career win rate52.3%
Round win rate44.0%
Peak rank29
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1504 #1,987 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

Vanessa291,78290987351.0%
Aoi—32119013159.2%

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

193 of 527 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.8349193

By opponent's character

Shun5.53335
Wolf5.834921
Goh5.633636
Pai6.136532
El Blaze5.73437
Jacky5.63358
Jeffry6.23738
Akira5.734420
Sarah5.835020
Aoi6.136612
Brad5.93568
Jean5.93548
Lion5.63358

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

Shun2561924.0%-12.6
Wolf1851327.8%-12.5
Goh167943.8%-6.3
Pai157846.7%+2.7
El Blaze93633.3%-9.3
Jacky84450.0%+11.0
Jeffry84450.0%+4.6
Akira73442.9%+10.3
Sarah72528.6%-21.3
Aoi64266.7%+34.5
Dural32166.7%+37.6
Brad220100.0%+71.2
Jean2020.0%-30.4
Lei Fei220100.0%+38.3
Lion220100.0%+54.5
Lau1010.0%-33.0
Taka110100.0%+38.6
Vanessa1010.0%-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

Open2591636.0%+0.2
Low Fence1721511.8%-25.0
Octagon1551033.3%-23.9
Half Fence136746.1%-0.6
Single Wall126650.0%+9.4
Breakable Full Fence107370.0%+25.6
Rectangle103730.0%-7.8
Breakable Half Fence97277.8%+39.6
Full Fence85362.5%+23.6
Full Fence and Open73442.9%+5.2

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
Walls6550.8%45.4%+5.4
No walls5431.5%36.4%-4.9

Walls against open: +10.3 points (95% range -7.1 to +27.7), p 0.248 — 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

kampfarkz (Rank 32)2026/09/0631233.3%
orz (Rank 29)2026/08/2382625.0%
こうちゃん(`ー´)SRGM (Rank 28)2026/08/17220100.0%
ぷこ (Rank 30)2026/08/1731233.3%
starszhouuu (Rank 26)2026/08/17220100.0%
yamaneko (Rank 30)2026/08/173030.0%
MIES/ミース (Rank 27)2026/07/2051420.0%
え~る (Rank 29)2026/06/282020.0%
BoKoRiN (Rank 1)2026/06/28220100.0%
Multipla (Rank 25)2026/06/1321150.0%
jinjin (Rank 29)2026/06/03330100.0%
gimoring (Rank 25)2026/06/0321150.0%
リチウムイオン (Rank 26)2026/05/2432166.7%
ゲッパー (Rank 35)2026/05/162020.0%
銀 (Rank 27)2026/05/1652340.0%
獣王(設定2) (Rank 29)2026/05/111431121.4%
Handive (Rank 30)2026/05/1132166.7%
Player2501 (Rank 29)2026/05/11113827.3%
太鼓の別人/TaikoStrike (Rank 29)2026/04/252020.0%
거제신동 (Rank 27)2026/04/1631233.3%
gans.sk602 (Rank 28)2026/04/1232166.7%
うをん (Rank 30)2026/03/2831233.3%
kobaman (Rank 24)2026/03/2831233.3%
negitoro999 (Rank 24)2026/03/27220100.0%
南部の釣れないルアー (Rank 29)2026/03/2751420.0%

Round openings

Vanessa

Career
909–873 · 51.0%
This season
133 matches · 40.6%
Peak rank
29

First hit in 22.6% of 526 rounds. Won 47.9% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 65.3% of rounds, against 42.0% against everyone else.
  • After winning a round: attacks straight away in 44.4% of rounds, against 37.5% after losing one.
  • When the score is level: backs off first in 10.4% of rounds, against 7.2% when ahead or behind.
  • Against Shun: opens with “Defensive Style: evade up into crouch dash forward” in 20.8% of rounds, against 8.0% against everyone else.

How is this tested?

Defensive Style: evade up into crouch dash forward5510.4%
Defensive Style: punch244.5%
Defensive Style: Sit Jab234.4%
Defensive Style: evade up into evade down214.0%
Defensive Style: evade down into crouch dash forward203.8%
Defensive Style: Shadow Slicer193.6%
Defensive Style: Stinger Low Blow132.5%
Defensive Style: Bone Crush Middle122.3%
Defensive Style: punch into Jab High KickPK112.1%
Defensive Style: evade down101.9%
Defensive Style: evade up into Ducking Body Smash66PP101.9%
Defensive Style: kick101.9%
Defensive Style: evade up into Boomerang Hook3P+K81.5%
Defensive Style: kick into Switch Left SlicerKK81.5%
Defensive Style: evade up into Bone Crush Middle3K71.3%

142 further openings account for the other 276 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun3–6 · 33%3–11 · 21%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?

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).
  • 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: 4 of 15 tests hold up