VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

bellcharleel

Career matches1,823
Career win rate42.7%
Round win rate46.5%
Peak rank23
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1280 #3,198 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

Vanessa231,8237791,04442.7%

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

881 of 881 rounds counted

5.9 inputs a second (354 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.9354881

By opponent's character

Akira5.8350170
Shun5.9355100
Wolf6.136680
El Blaze6.237072
Lau5.734362
Pai5.935256
Jean6.438657
Kage5.633546
Lion5.734347
Aoi6.136636
Vanessa5.533240
Goh6.538928
Jeffry5.835028
Jacky4.929416
Lei Fei5.533319
Sarah6.036213
Taka6.63976
Brad5.13085

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

Akira42132930.9%-12.7
Shun26131350.0%-0.5
Wolf1941521.1%-16.4
El Blaze1710758.8%+33.0
Lau158753.3%+20.0
Pai1441028.6%+5.1
Jean135838.5%-14.2
Kage117463.6%+15.4
Lion114736.4%-15.7
Aoi94544.4%+4.8
Vanessa94544.4%-25.3
Goh75271.4%+34.7
Jeffry63350.0%-11.8
Jacky53260.0%+20.7
Lei Fei53260.0%+16.4
Sarah31233.3%-14.0
Taka2020.0%-10.7
Brad1010.0%-69.0

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

Octagon35161945.7%-2.0
Full Fence29111837.9%-1.9
Half Fence24101441.7%-4.5
Open24101441.7%+2.1
Low Fence22111150.0%+8.1
Breakable Half Fence2181338.1%-3.9
Rectangle20101050.0%+11.1
Breakable Full Fence124833.3%-11.3
Single Wall126650.0%+2.9
Full Fence and Open92722.2%-18.9

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14141.8%43.3%-1.4
No walls5846.6%42.5%+4.1

Walls against open: -5.5 points (95% range -22.7 to +11.7), p 0.531 — 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

Mon3tr (Rank 21)2026/10/1531233.3%
ねこ吉 (Rank 24)2026/09/033030.0%
G.S (Rank 22)2026/09/0364266.7%
TAPIOKA (Rank 30)2026/08/3153260.0%
9779797 (Rank 26)2026/08/2972528.6%
O.J.A (Rank 21)2026/08/29770100.0%
けいすけ新宿 (Rank 24)2026/08/2931233.3%
maniaki (Rank 28)2026/08/29102820.0%
a39611619 (Rank 21)2026/08/2763350.0%
みみぞう (Rank 21)2026/08/2553260.0%
neco (Rank 21)2026/08/2141325.0%
くっきー爆弾 (Rank 22)2026/08/2151420.0%
hijunglove (Rank 21)2026/08/2162433.3%
GORIchu (Rank 38)2026/08/216060.0%
AiokometeZ (Rank 23)2026/08/2165183.3%
potimaru1059 (Rank 23)2026/08/2132166.7%
Jyuryoku-Eileen (Rank 25)2026/08/2173442.9%
Yachiyoshi (Rank 14)2026/08/2163350.0%
dojoGR (Rank 23)2026/08/1832166.7%
JOHNFLOE (Rank 30)2026/08/036060.0%
Might小麥豆漿 (Rank 21)2026/08/0393633.3%
michinaru (Rank 21)2026/07/3042250.0%
dalmax72 (Rank 22)2026/07/2974357.1%
FLAT (Rank 24)2026/07/2931233.3%
格雷希欧 (Rank 24)2026/07/2943175.0%

Round openings

Vanessa

Career
779–1,044 · 42.7%
This season
215 matches · 42.3%
Peak rank
23

First hit in 29.6% of 863 rounds. Won 45.9% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 35.5% of rounds, against 26.0% in their other rounds.
  • Against Lau: opens with “Defensive Style: Low Spin Slicer” in 17.7% of rounds, against 5.6% against everyone else.

How is this tested?

Defensive Style: forward movement into punchP9611.1%
Defensive Style: backdash into back kick+guard4K+G748.6%
Defensive Style: Back Charge Kick627.2%
Defensive Style: Low Spin Slicer566.5%
Defensive Style: evade down into guardG485.5%
Defensive Style: backward movement465.3%
Defensive Style: backward movement into kickK435.0%
Defensive Style: evade down into kickK354.0%
Defensive Style: punch323.7%
Defensive Style: evade down293.4%
Defensive Style: evade up into guardG212.4%
Defensive Style: kick161.9%
Defensive Style: evade up141.6%
Defensive Style: evade up into kickK141.6%
Defensive Style: no input141.6%

90 further openings account for the other 265 rounds.

Counted from 211 of the 215 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
Akira6–17 · 26%2–9 · 18%too few to test
Shun6–4 · 60%7–7 · 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.

4 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: 2 of 15 tests hold up