VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

たぬき

Career matches5,069
Career win rate53.1%
Round win rate53.1%
Peak rank43
Distinct opponents115
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1910 #125 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

Vanessa435,0692,6942,37553.1%

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

928 of 1,163 rounds counted

9.1 inputs a second (547 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa9.1547928

By opponent's character

Jacky9.3556124
Lau8.4502118
Vanessa9.4564100
Akira9.657491
Lion9.255451
Kage8.752457
Wolf9.557160
Goh9.053854
Brad9.054232
Pai9.054137
Shun9.657640
Eileen9.758433
Taka8.852736
Lei Fei8.450327
Sarah9.154616
El Blaze8.752426
Jean9.356013
Dural9.95949
Aoi10.76424

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

Jacky39271269.2%+12.7
Lau33191457.6%+4.8
Vanessa29141548.3%-10.7
Akira2617965.4%+5.4
Lion2012860.0%+3.4
Kage1811761.1%+7.2
Wolf158753.3%-1.1
Goh1412285.7%+22.6
Brad126650.0%-11.0
Pai125741.7%-14.4
Shun128466.7%+11.1
Eileen113827.3%-26.1
Taka107370.0%+10.3
Lei Fei8080.0%-53.4
Sarah86275.0%+15.6
El Blaze73442.9%-19.7
Jean52340.0%-21.3
Dural220100.0%+47.0
Aoi1010.0%-53.5
Jeffry1010.0%-53.5

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Rectangle49242549.0%-6.2
Half Fence34191555.9%-5.0
Full Fence30171356.7%-0.9
Breakable Full Fence28161257.1%+4.6
Breakable Half Fence26131350.0%-5.2
Single Wall26161061.5%+2.8
Octagon23121152.2%-4.2
Open2213959.1%-1.7
Low Fence1911857.9%+1.3
Full Fence and Open129375.0%+14.7

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19053.2%55.9%-2.7
No walls6759.7%58.9%+0.8

Walls against open: -3.5 points (95% range -17.6 to +10.5), p 0.621 — 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

jinmenusagi (Rank 42)2026/10/18139469.2%
ピーエス (Rank 39)2026/10/18550100.0%
陰キャチー牛くそ眼鏡 (Rank 41)2026/10/10167943.8%
藤の花 (Rank 41)2026/10/04550100.0%
めがじぇね (Rank 42)2026/10/044040.0%
montanmo (Rank 38)2026/10/0454180.0%
あむざん (Rank 43)2026/10/0431233.3%
DJG10159 (Rank 38)2026/09/0531233.3%
デネ (Rank 42)2026/08/3153260.0%
デビブル (Rank 42)2026/08/3194544.4%
Wallaby360 (Rank 38)2026/08/3152340.0%
ドナドナ7 (Rank 42)2026/08/3132166.7%
manatsu_7 (Rank 42)2026/08/3194544.4%
dancho--hs (Rank 38)2026/08/3154180.0%
Saibo_season2 (Rank 39)2026/08/3142250.0%
指無しライダー (Rank 42)2026/08/3143175.0%
おかし (Rank 41)2026/06/2164266.7%
け ん た ろ ⇒ (Rank 42)2026/06/2141325.0%
super-lowdropman (Rank 39)2026/06/0752340.0%
おろち ぽっぽ (Rank 41)2026/06/0742250.0%
no-0809 (Rank 39)2026/06/0754180.0%
とぅでい (Rank 41)2026/05/31440100.0%
龍太 (Rank 42)2026/05/1652340.0%
you_vf (Rank 40)2026/05/1042250.0%
超ボタン連打マ~ン (Rank 42)2026/05/1032166.7%

Round openings

Vanessa

Career
2,694–2,375 · 53.1%
This season
283 matches · 57.2%
Peak rank
43

First hit in 30.6% of 1,109 rounds. Won 56.0% of the rounds they struck first, 51.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 41.3% of rounds, against 26.2% in their other rounds.
  • Against Brad: waits first in 23.4% of rounds, against 6.5% against everyone else.
  • On Open stages: backs off first in 53.8% of rounds, against 38.8% on the other stages.
  • In round 1: opens with “Defensive Style: Shadow Slicer” in 12.9% of rounds, against 4.1% in their other rounds.
  • Against Brad: opens with “Offensive Style: crouch into 2P Leg Guard Crush” in 17.0% of rounds, against 2.7% against everyone else.

How is this tested?

Offensive Style: backdash into evade down817.3%
Defensive Style: Shadow Slicer696.2%
Offensive Style: forward movement into punchP605.4%
Offensive Style: kick544.9%
Offensive Style: crouch into Leg Guard Crush2P373.3%
Offensive Style: backdash into Spinning Savate66K+G363.2%
Offensive Style: forward movement into Combo UpperPPP302.7%
Defensive Style: backdash into evade down242.2%
Defensive Style: Wind Elbow222.0%
Offensive Style: backdash into evade up211.9%
Defensive Style: forward movement into punchP191.7%
Offensive Style: forward movement into kickK191.7%
Offensive Style: Bunker Buster181.6%
Defensive Style: backdash into Stinger Low Blow1P+K171.5%
Offensive Style: backdash into punchP171.5%

211 further openings account for the other 586 rounds.

Counted from 271 of the 283 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky19–11 · 63%7–1 · 88%too few to test
Lau15–11 · 58%1–0 · 100%too few to test
Akira9–6 · 60%6–3 · 67%too few to test
Vanessa6–6 · 50%3–4 · 43%too few to test
Lion9–6 · 60%1–2 · 33%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.

12 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

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: 5 of 15 tests hold up