VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Vanessa

フジヤマン

  • Brad
Career matches557
Career win rate55.7%
Round win rate47.7%
Peak rank26
Distinct opponents11
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1446 Not ranked yet: the list needs 50 matches. See 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

Vanessa2654930524455.6%
Brad2185362.5%

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

88 of 88 rounds counted

5.7 inputs a second (343 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.734359
Brad5.734329

By opponent's character

Jacky5.734328
Sarah5.834717
Shun5.834614
Aoi5.73448
Vanessa5.63349
Wolf5.53327
Brad5.83475

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

Jacky74357.1%+42.7
Sarah42250.0%+6.6
Shun32166.7%+27.8
Aoi21150.0%-13.6
Vanessa2020.0%-55.3
Wolf2020.0%-68.9
Brad1010.0%-45.0

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

Breakable Half Fence71614.3%-39.8
Octagon32166.7%+27.8
Breakable Full Fence220100.0%+75.4
Full Fence21150.0%+13.4
Half Fence21150.0%+7.9
Low Fence21150.0%-13.6
Open1010.0%-45.0
Rectangle1010.0%-52.5
Single Wall110100.0%+60.0

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
Walls1741.2%40.6%+0.6
No walls450.0%52.6%-2.6

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

yakisoba516 (Rank 23)2026/07/0921150.0%
fenghs (Rank 26)2026/07/0932166.7%
RX-7FD3S-Type-RS (Rank 23)2026/07/092020.0%
xdunlimited (Rank 25)2026/07/091010.0%
Varsity0326 (Rank 27)2026/07/0921150.0%
parking-orange (Rank 21)2026/07/08110100.0%
SakuRa (Rank 22)2026/07/08220100.0%
shinkita (Rank 21)2026/07/081010.0%
nagare004 (Rank 24)2026/07/0831233.3%
level_1173 (Rank 25)2026/07/082020.0%
mmmsm (Rank 26)2026/07/0821150.0%

Round openings

Every character

Defensive Style: Back Charge Kick55.7%
Offensive Style: Back Charge Kick55.7%
Defensive Style: guard into evade down33.4%
Sway Back4P+K+G into Mighty Knee UpperK33.4%
backdash into guardG33.4%
crouch dash back into guardG33.4%
Defensive Style: backdash into Stomach Crush3K+G22.3%
Defensive Style: backdash into guardG22.3%
Offensive Style: backdash22.3%
Offensive Style: crouch dash back into Bunker Buster9P22.3%
Offensive Style: crouch dash back into guardG22.3%
Offensive Style: crouch into Stopping Toe~Second Impact3KK22.3%
guardG into evade down22.3%
Defensive Style: Low Spin Slicer into crouch11.1%
Defensive Style: backdash into Bone Crush Middle3K11.1%

50 further openings account for the other 50 rounds.

Vanessa

Career
305–244 · 55.6%
This season
14 matches · 35.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Charge Kick58.5%
Offensive Style: Back Charge Kick58.5%
Defensive Style: guard into evade down35.1%
Defensive Style: backdash into Stomach Crush3K+G23.4%
Defensive Style: backdash into guardG23.4%
Offensive Style: backdash23.4%
Offensive Style: crouch dash back into Bunker Buster9P23.4%
Offensive Style: crouch dash back into guardG23.4%
Offensive Style: crouch into Stopping Toe~Second Impact3KK23.4%
Defensive Style: Low Spin Slicer into crouch11.7%
Defensive Style: backdash into Bone Crush Middle3K11.7%
Defensive Style: backdash into Low Spin Slicer2K+G11.7%
Defensive Style: backdash into Parrying High Kick (Deflect)46K11.7%
Defensive Style: backdash into Stopping Low Combo2KP11.7%
Defensive Style: crouch dash back into Bone Crush Middle3K11.7%

28 further openings account for the other 28 rounds.

Brad

Career
5–3 · 62.5%
This season
7 matches · 57.1%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sway Back4P+K+G into Mighty Knee UpperK310.3%
backdash into guardG310.3%
crouch dash back into guardG310.3%
guardG into evade down26.9%
Dtee Sawk Bon1P+K13.5%
backdash into Dtee Sawk Lang3P+KP13.5%
backdash into Further Low1K+G13.5%
backward movement into guardG13.5%
crouch dash back into Middle Spin Kick66K13.5%
crouch dash back into Sawk Klab6P+K13.5%
crouch dash back into Stop Kick4K13.5%
crouch dash back into Ten Kao6K13.5%
crouch dash back into evade up13.5%
crouch dash back into throw escape13.5%
guardG into Sawk Klab6P+K13.5%

7 further openings account for the other 7 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)
  • Brad: not tested (too few rounds)