VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

NoOneSpecific

Career matches8,559
Career win rate47.9%
Round win rate52.0%
Peak rank32
Distinct opponents196
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1593 #1,395 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

Vanessa328,5594,1004,45947.9%

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

4,219 of 4,776 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.83474,219

By opponent's character

Sarah5.8351552
Lei Fei5.7341452
Jacky5.7340417
Pai5.8350361
Shun5.9353357
Akira5.7343288
Brad6.1364275
Kage5.9353170
Aoi5.5332189
Jeffry5.8347198
El Blaze5.8345165
Wolf6.1368115
Goh5.8347120
Lion5.5330139
Jean5.8349127
Lau5.834680
Vanessa5.432662
Dural5.734472
Taka5.935263
Eileen6.136617

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

Sarah154817352.6%+0.8
Lei Fei130706053.9%-1.1
Jacky111476442.3%-8.0
Pai109585153.2%-4.8
Shun99465346.5%-2.6
Akira74462862.2%+7.2
Brad74353947.3%-3.5
Kage54292553.7%+2.6
Aoi50302060.0%+3.6
Jeffry49282157.1%+6.0
El Blaze42291369.0%+8.8
Wolf39172243.6%-2.6
Goh38261268.4%+13.8
Lion35201557.1%+9.8
Jean33161748.5%-5.2
Lau27111640.7%-13.6
Vanessa25121348.0%+8.8
Dural1851327.8%-10.0
Taka1510566.7%-5.4
Eileen119281.8%+14.5

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 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

Single Wall146816555.5%+3.6
Half Fence132755756.8%+3.4
Octagon128735557.0%+4.3
Full Fence125537242.4%-8.5
Breakable Half Fence120615950.8%-4.4
Breakable Full Fence118665255.9%+4.0
Open106594755.7%+3.0
Low Fence93514254.8%-0.6
Rectangle88523659.1%+6.5
Full Fence and Open70323845.7%-4.4

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls71153.4%52.8%+0.6
No walls34555.4%53.3%+2.0

Walls against open: -1.4 points (95% range -8.2 to +5.3), p 0.680 — 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

ShooterMcJacky (Rank 31)2026/10/171761135.3%
rich.tapestry (Rank 31)2026/10/16128466.7%
BLACKSTAR (Rank 35)2026/10/151631318.8%
HARLEMKNIGHT116 (Rank 33)2026/10/14123925.0%
H.P.Starcraft (Rank 28)2026/10/12138561.5%
Da-Goat-Pawn (Rank 32)2026/10/121631318.8%
Semrosto (Rank 34)2026/10/11124833.3%
Kungfuhustle99 (Rank 29)2026/10/0721111052.4%
OmegaBankai (Rank 30)2026/10/073730781.1%
Jiikae (Rank 33)2026/10/0633122136.4%
Onpwnage (Rank 33)2026/10/021810855.6%
leefung._ (Rank 31)2026/09/29134930.8%
Gold---Mole (Rank 27)2026/09/242391439.1%
likeyeahh77 (Rank 29)2026/09/22146842.9%
j_remover (Rank 33)2026/09/222461825.0%
Wodin (Rank 28)2026/09/22129375.0%
xChimerax⛧ (Rank 33)2026/09/1729131644.8%
DatDemo (Rank 27)2026/09/03127558.3%
Mr_LoverMan85 (Rank 33)2026/09/032781929.6%
Monroe (Rank 30)2026/08/181661037.5%
Jaguar (Rank 33)2026/07/20128466.7%
JAWattack (Rank 31)2026/07/17126650.0%
hgamery (Rank 31)2026/07/0433141942.4%
itrap (Rank 29)2026/06/21125741.7%
tth (Rank 26)2026/06/07118372.7%

Round openings

Vanessa

Career
4,100–4,459 · 47.9%
This season
1,187 matches · 52.6%
Peak rank
32

First hit in 20.8% of 4,261 rounds. Won 54.9% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 28.4% of rounds, against 12.5% in their other rounds.
  • After opening the round before by moving in: attacks straight away in 47.8% of rounds, against 39.8% after anything else.
  • After losing a round: attacks straight away in 48.6% of rounds, against 34.5% after winning one.
  • When behind: attacks straight away in 49.0% of rounds, against 36.9% when ahead or level.
  • In round 1: opens with “Defensive Style: crouch dash forward into evade down” in 12.2% of rounds, against 4.1% in their other rounds.
  • Against Sarah: opens with “Defensive Style: Leopard Strike (Deflect)” in 7.8% of rounds, against 2.7% against everyone else.
  • After opening the round before with “Defensive Style: Parrying High Kick (Deflect) into 46KP Parrying Combination”: opens with “Defensive Style: Back Charge Kick” in 6.8% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “Defensive Style: Stinger Low Blow” in 5.0% of rounds, against 2.0% after winning one.
  • When ahead: opens with “Defensive Style: crouch dash forward into evade down” in 5.8% of rounds, against 3.0% when level or behind.

How is this tested?

Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP66815.6%
Defensive Style: crouch dash forward into evade down2606.1%
Defensive Style: Back Charge Kick2084.8%
Defensive Style: Stinger Low Blow1533.6%
Defensive Style: Leopard Strike (Deflect)1453.4%
Defensive Style: backdash into Stinger Low Blow1P+K1423.3%
Offensive Style: punch into One TwoPP1152.7%
Offensive Style: backdash into Leg Bomber1K+G1072.5%
Defensive Style: crouch dash forward into guardG1042.4%
Defensive Style: backdash into back kick+guard4K+G1012.4%
Defensive Style: crouch dash forward into Cut Upper3P1002.3%
Defensive Style: backward movement into Cut-in Knee Kick6K821.9%
Offensive Style: backdash into Bunker Buster9P621.4%
Defensive Style: backdash into back kick4K591.4%
Defensive Style: crouch into Low Spin Slicer2K+G591.4%

365 further openings account for the other 1,921 rounds.

Counted from 1,058 of the 1,187 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
Sarah44–50 · 47%25–9 · 74%too few to test
Lei Fei37–37 · 50%17–11 · 61%too few to test
Pai26–24 · 52%12–18 · 40%+10.7
Jacky29–41 · 41%5–11 · 31%too few to test
Shun23–22 · 51%11–11 · 50%too few to test
Akira29–14 · 67%17–11 · 61%too few to test
Brad14–12 · 54%13–16 · 45%too few to test
Kage19–15 · 56%6–4 · 60%too few to test
El Blaze17–11 · 61%10–2 · 83%too few to test
Aoi8–10 · 44%11–5 · 69%too few to test
Goh20–7 · 74%4–1 · 80%too few to test
Jeffry11–8 · 58%10–5 · 67%too few to test
Wolf8–11 · 42%6–9 · 40%too few to test
Lion14–7 · 67%5–6 · 45%too few to test
Jean12–13 · 48%4–4 · 50%too few to test
Lau8–9 · 47%3–7 · 30%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

129 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 (18 here; about 0.9 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 18 tests hold up