VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

settei4

  • Vanessa
Career matches1,240
Career win rate53.2%
Round win rate52.4%
Peak rank32
Distinct opponents67
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1641 #1,090 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

Goh3168837131753.9%
Vanessa3255228926352.4%

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

284 of 613 rounds counted

8.4 inputs a second (506 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa8.4506284

By opponent's character

Jean8.450452
Jacky8.852656
Shun8.751942
Akira8.350137
Aoi8.349924
Sarah8.450619
Jeffry8.249220
Kage7.847115
Vanessa7.64568
Lau8.35003
Lion8.95344
Brad7.74594

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

Jean30201066.7%+11.1
Jacky2271531.8%-20.7
Shun1861233.3%-26.6
Akira169756.2%+9.7
Aoi146842.9%-11.3
Sarah117463.6%+7.8
Jeffry64266.7%-0.1
Kage64266.7%+5.5
El Blaze52340.0%-5.8
Vanessa54180.0%+23.4
Wolf53260.0%+8.3
Lau42250.0%-5.3
Lion43175.0%+16.6
Brad32166.7%+9.9
Pai220100.0%+59.0
Taka220100.0%+45.3
Goh110100.0%+35.3

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

Half Fence2617965.4%+12.2
Breakable Full Fence2091145.0%-9.6
Low Fence1913668.4%+10.5
Rectangle1910952.6%-5.2
Open169756.2%+9.6
Single Wall136746.1%-6.8
Full Fence114736.4%-17.5
Breakable Half Fence102820.0%-39.2
Octagon97277.8%+29.6
Full Fence and Open43175.0%+13.3

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
Walls9551.6%54.6%-3.0
No walls4858.3%53.5%+4.8

Walls against open: -7.8 points (95% range -25.1 to +9.4), p 0.372 — 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

兀庵☆ (Rank 31)2026/10/0642250.0%
ヘニオ (Rank 34)2026/10/0595455.6%
kojop-oyabin (Rank 29)2026/10/0532166.7%
HIROCHILL (Rank 29)2026/10/0586275.0%
ぽぽたこ (Rank 34)2026/10/052020.0%
ワッパ (Rank 36)2026/10/054040.0%
え~る (Rank 29)2026/10/0443175.0%
タイヨウ (Rank 31)2026/10/04220100.0%
おるが@のびしろF (Rank 29)2026/10/0431233.3%
れもん@のびしろF (Rank 33)2026/10/0273442.9%
獣王(設定2) (Rank 32)2026/09/2952340.0%
48歳技覚えられないよ (Rank 28)2026/09/28330100.0%
yas_md (Rank 33)2026/09/2731233.3%
orz (Rank 28)2026/04/21440100.0%
たあぼさん (Rank 33)2026/04/2131233.3%
漂泊の民回線ジプシー (Rank 31)2026/04/21440100.0%
MikuMartineau (Rank 31)2026/04/1753260.0%
kuni_sato (Rank 28)2026/04/1443175.0%
けいすけ新宿 (Rank 29)2026/04/1132166.7%
イイダ (Rank 29)2026/04/1021150.0%
tama (Rank 28)2026/03/3021150.0%
pinturicchio (Rank 30)2026/03/2931233.3%
さいたま梅澤/T.Umezawa (Rank 29)2026/03/2931233.3%
sby (Rank 30)2026/03/293030.0%
Nox (Rank 30)2026/03/2932166.7%

Round openings

Every character

backdash into Karura4P+K459.0%
crouch into Kirin33P367.2%
crouch into Sune'uchi2P367.2%
forward movement into punchP367.2%
punchP265.2%
Defensive Style: Stinger Low Blow142.8%
backdash into evade up142.8%
Defensive Style: Shadow Slicer102.0%
Defensive Style: backdash into evade up102.0%
forward dash into throwP+G102.0%
Defensive Style: crouch into Sit Jab2P81.6%
Defensive Style: forward movement into punchP71.4%
crouch dash forward into Ni'oudaoshi3K+G71.4%
evade up into Kurogane Kudaki66P71.4%
Defensive Style: backdash into throwP+G61.2%

147 further openings account for the other 227 rounds.

Counted from 125 of the 154 matches played. The rest were not pulled for openings.

Goh

Career
371–317 · 53.9%
This season
83 matches · 53.0%
Peak rank
31

First hit in 57.7% of 326 rounds. Won 51.1% of the rounds they struck first, 52.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Karura4P+K4513.6%
crouch into Kirin33P3610.8%
crouch into Sune'uchi2P3610.8%
forward movement into punchP3610.8%
punchP267.8%
backdash into evade up144.2%
forward dash into throwP+G103.0%
crouch dash forward into Ni'oudaoshi3K+G72.1%
evade up into Kurogane Kudaki66P72.1%
Ni'oudaoshi3K+G51.5%
backdash into punchP51.5%
backdash into throwP+G51.5%
Maegeri3K into Batousatsu3KP41.2%
guardG41.2%
Garyu66K30.9%

65 further openings account for the other 89 rounds.

Vanessa

Career
289–263 · 52.4%
This season
71 matches · 56.3%
Peak rank
32

First hit in 19.9% of 166 rounds. Won 69.7% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Stinger Low Blow148.4%
Defensive Style: Shadow Slicer106.0%
Defensive Style: backdash into evade up106.0%
Defensive Style: crouch into Sit Jab2P84.8%
Defensive Style: forward movement into punchP74.2%
Defensive Style: backdash into throwP+G63.6%
Defensive Style: crouch dash forward into Stinger Low Blow1P+K53.0%
Defensive Style: evade up into Ducking Body Blow66P42.4%
Offensive Style: Stopping Low Combo into Stopping Low Smash2KPP42.4%
Offensive Style: backdash into evade up42.4%
Defensive Style: backdash into Bone Crush Middle3K31.8%
Defensive Style: crouch dash forward into Back Knuckle6P31.8%
Defensive Style: punch into Combo High KickPPK31.8%
Defensive Style: punch into Jab~BodyPP31.8%
Defensive Style: Stinger Low Blow into Heavy HookP+K21.2%

67 further openings account for the other 81 rounds.

Counted from 42 of the 71 matches played. The rest were not pulled for openings.

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: 0 of 14 tests hold up
  • Vanessa: not tested (too few rounds)