VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

Archer

Career matches1,727
Career win rate44.1%
Round win rate47.4%
Peak rank27
Distinct opponents118
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1423 #2,514 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

Vanessa271,72776196644.1%

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

813 of 1,399 rounds counted

5.4 inputs a second (323 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.4323813

By opponent's character

Akira5.3319132
Jacky5.331639
Goh5.633463
Aoi5.432638
El Blaze5.533180
Sarah5.130879
Wolf5.633666
Jean5.231162
Jeffry5.432532
Kage5.331778
Pai5.734021
Shun5.633639
Taka5.532838
Lei Fei5.63343
Vanessa5.130717
Lion5.533317
Lau4.92939

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

Akira54332161.1%+11.9
Jacky31161551.6%+0.9
Goh2962320.7%-22.7
Aoi26151157.7%+8.9
El Blaze25141156.0%+9.3
Sarah2591636.0%-2.7
Wolf25101540.0%-4.8
Jean1981142.1%+3.0
Jeffry1991047.4%+4.1
Kage1951426.3%-17.4
Pai1971236.8%-5.6
Shun1410471.4%+17.4
Taka125741.7%-4.0
Lei Fei97277.8%+34.0
Eileen8080.0%-38.0
Vanessa83537.5%-14.4
Lion64266.7%+21.7
Lau31233.3%-23.1
Brad1010.0%-67.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Full Fence45222348.9%+4.1
Rectangle42132930.9%-15.0
Breakable Half Fence41192246.3%+2.9
Breakable Full Fence39231659.0%+13.0
Octagon38182047.4%-4.7
Low Fence32151746.9%-0.8
Single Wall32181456.2%+11.0
Open31131841.9%-2.2
Half Fence21101147.6%-1.1
Full Fence and Open125741.7%-3.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22646.5%46.5%-0.1
No walls9548.4%46.0%+2.5

Walls against open: -2.5 points (95% range -14.9 to +9.8), p 0.686 — 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

ShieldHolder (Rank 27)2026/06/231641225.0%
CELIS (Rank 28)2026/06/2342250.0%
cokeshi (Rank 29)2026/06/2351420.0%
けいすけ新宿 (Rank 23)2026/06/161110190.9%
manekinecogames (Rank 23)2026/06/09550100.0%
μ (Rank 25)2026/06/0951420.0%
VERTEX (Rank 26)2026/06/0962433.3%
こて (Rank 24)2026/06/0353260.0%
BANANA (Rank 29)2026/06/0365183.3%
フォアグラ (Rank 24)2026/06/0376185.7%
HEKOMI (Rank 24)2026/06/0286275.0%
user (Rank 25)2026/06/0251420.0%
twinsshine (Rank 26)2026/06/0286275.0%
xXsoul-childXx (Rank 27)2026/06/0241325.0%
tatsuya_doragon8741 (Rank 28)2026/06/0271614.3%
OgreAunt (Rank 28)2026/05/191321115.4%
HB-101 (Rank 24)2026/05/1974357.1%
mini0501 (Rank 26)2026/05/1941325.0%
ガンジャッキー (Rank 26)2026/05/1283537.5%
エルグランド (Rank 28)2026/05/11101910.0%
SinNagy (Rank 24)2026/05/11550100.0%
Nox (Rank 27)2026/05/1042250.0%
カプリッチョ (Rank 25)2026/05/1052340.0%
チョリ=チョリス (Rank 27)2026/05/1065183.3%
造り酒屋の御曹司 (Rank 23)2026/05/0941325.0%

Round openings

Vanessa

Career
761–966 · 44.1%
This season
352 matches · 46.0%
Peak rank
27

First hit in 18.5% of 1,397 rounds. Won 47.9% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 75.6% of rounds, against 56.2% in their other rounds.
  • Against Akira: waits first in 15.5% of rounds, against 6.8% against everyone else.
  • After opening the round before by waiting: waits first in 32.5% of rounds, against 7.8% after anything else.
  • After the opponent opened the round before by moving in: waits first in 14.9% of rounds, against 8.6% after anything else.
  • After winning a round: attacks straight away in 25.1% of rounds, against 13.8% after losing one.
  • In round 1: opens with “Defensive Style: backdash into 66K Shadow Slicer” in 13.9% of rounds, against 4.5% in their other rounds.
  • Against Kage: opens with “Defensive Style: backdash into 66K Shadow Slicer” in 17.9% of rounds, against 6.2% against everyone else.
  • After opening the round before with “Defensive Style: backdash into 66K Shadow Slicer”: opens with “Defensive Style: backdash into 66K Shadow Slicer” in 13.8% of rounds, against 3.6% after anything else.
  • After losing a round: opens with “Defensive Style: backdash into 4K back kick” in 13.9% of rounds, against 7.6% after winning one.

How is this tested?

Defensive Style: backdash into back kick4K16211.6%
Defensive Style: backdash into Spinning Savate66K+G14410.3%
Defensive Style: Back Charge Kick966.8%
Defensive Style: backdash into Shadow Slicer66K966.8%
Defensive Style: backdash835.9%
Defensive Style: backdash into kickK805.7%
Defensive Style: backdash into Stomach Crush3K+G654.6%
Defensive Style: guard533.8%
Defensive Style: evade down302.1%
Defensive Style: evade up302.1%
Defensive Style: backdash into Boomerang Hook3P+K292.1%
Defensive Style: evade up into Boomerang Hook3P+K292.1%
Defensive Style: Stomach Crush into throwP+G201.4%
Defensive Style: backdash into Parrying High Kick (Deflect)46K181.3%
Defensive Style: guard into throw escape181.3%

148 further openings account for the other 448 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira21–15 · 58%10–5 · 67%too few to test
Jacky10–6 · 62%5–7 · 42%too few to test
Goh5–14 · 26%0–4 · 0%too few to test
Aoi9–5 · 64%5–4 · 56%too few to test
El Blaze10–7 · 59%4–4 · 50%too few to test
Sarah6–13 · 32%1–2 · 33%too few to test
Wolf8–13 · 38%2–2 · 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?

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: 9 of 15 tests hold up