VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

zombieG7

  • Goh
Career matches4,188
Career win rate49.3%
Round win rate51.8%
Peak rank30
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1581 #1,475 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

Vanessa303,1451,5591,58649.6%
Goh271,04350453948.3%

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

469 of 728 rounds counted

5.3 inputs a second (317 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.2314424
Goh5.834545

By opponent's character

Wolf5.533168
Akira5.130965
Goh5.331853
Jacky5.834836
Taka4.929457
Brad5.633827
Lion5.533324
Pai4.92939
Lei Fei5.231132
Sarah5.029921
Vanessa5.231113
Aoi5.63379
Eileen4.929210
Jeffry5.633710
Lau5.532813
El Blaze4.627414
Kage5.53275
Shun6.13663

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

Wolf2215768.2%+16.0
Akira2091145.0%-14.1
Goh2011955.0%-0.0
Jacky1713476.5%+21.5
Taka1511473.3%+20.1
Brad125741.7%-10.8
Lion116554.5%+1.1
Pai96366.7%+4.7
Jean71614.3%-31.4
Lei Fei73442.9%-10.1
Sarah76185.7%+30.2
Vanessa64266.7%+5.5
Aoi51420.0%-36.1
Eileen5050.0%-58.7
Jeffry53260.0%+0.1
Lau43175.0%+23.4
El Blaze3030.0%-50.5
Kage1010.0%-67.3
Shun110100.0%+32.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Low Fence29151451.7%-5.0
Single Wall25101540.0%-15.7
Open22101245.5%-8.3
Breakable Full Fence1810855.6%+3.3
Rectangle1715288.2%+35.7
Full Fence1612475.0%+19.8
Breakable Half Fence146842.9%-14.3
Half Fence118372.7%+11.6
Octagon115645.5%-11.9
Full Fence and Open51420.0%-30.8

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
Walls8764.4%56.3%+8.1
No walls7646.1%54.2%-8.1

Walls against open: +16.2 points (95% range +0.4 to +31.9), p 0.044 — a difference this size is unlikely to be chance.

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

kagemaru1 (Rank 33)2026/08/3121150.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/08/3132166.7%
ER_higante (Rank 30)2026/08/2632166.7%
mikurena (Rank 30)2026/08/0531233.3%
orz (Rank 28)2026/08/05330100.0%
あつあげ (Rank 29)2026/08/054040.0%
肉彦さん☆彡 (Rank 30)2026/08/0363350.0%
handesu519 (Rank 31)2026/08/03220100.0%
legend0219 (Rank 30)2026/07/3154180.0%
koiketyan (Rank 28)2026/07/3142250.0%
CELIS (Rank 27)2026/07/3073442.9%
n9999years (Rank 27)2026/07/30330100.0%
tn1214sabretooth (Rank 30)2026/07/30107370.0%
jukuchosan (Rank 30)2026/07/102020.0%
kouhex (Rank 26)2026/07/10220100.0%
midori6127 (Rank 27)2026/07/1021150.0%
fukiwa_041209 (Rank 27)2026/05/15330100.0%
MikuMartineau (Rank 31)2026/05/1531233.3%
ありがとナス (Rank 27)2026/05/1353260.0%
charo-920 (Rank 30)2026/05/1232166.7%
龍仙人【鬼手仏心】 (Rank 27)2026/05/0732166.7%
tubaki_ok (Rank 27)2026/04/18220100.0%
kobaman (Rank 26)2026/04/18220100.0%
fazz00r (Rank 28)2026/03/2821150.0%
hotchoco2_JJ (Rank 29)2026/03/2832166.7%

Round openings

Every character

Offensive Style: Back Charge Kick648.8%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP476.5%
Defensive Style: guard395.3%
Defensive Style: guard into Stinger Low Blow1P+K364.9%
Offensive Style: backdash into Spinning Savate66K+G364.9%
Offensive Style: evade down into Spinning Savate66K+G314.2%
Defensive Style: Stinger Low Blow263.6%
Defensive Style: kick into Switch Left SlicerKK223.0%
Defensive Style: guard into throw escape141.9%
Defensive Style: Wind Elbow131.8%
Defensive Style: crouch dash back into guardG131.8%
Offensive Style: Pile Bunker131.8%
Offensive Style: guard131.8%
Offensive Style: punch into kickK131.8%
Defensive Style: Sliding Low Kick121.6%

163 further openings account for the other 337 rounds.

Vanessa

Career
1,559–1,586 · 49.6%
This season
160 matches · 56.2%
Peak rank
30

First hit in 24.3% of 655 rounds. Won 61.6% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 31.2% of rounds, against 14.4% in their other rounds.
  • After losing a round: waits first in 40.9% of rounds, against 17.6% after winning one.
  • In round 4 or later: opens with “Offensive Style: Back Charge Kick” in 16.2% of rounds, against 7.2% in their other rounds.
  • After losing a round: opens with “Defensive Style: guard” in 11.7% of rounds, against 1.6% after winning one.

How is this tested?

Offensive Style: Back Charge Kick649.7%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP477.1%
Defensive Style: guard395.9%
Defensive Style: guard into Stinger Low Blow1P+K365.5%
Offensive Style: backdash into Spinning Savate66K+G365.5%
Offensive Style: evade down into Spinning Savate66K+G314.7%
Defensive Style: Stinger Low Blow263.9%
Defensive Style: kick into Switch Left SlicerKK223.3%
Defensive Style: guard into throw escape142.1%
Defensive Style: Wind Elbow132.0%
Defensive Style: crouch dash back into guardG132.0%
Offensive Style: Pile Bunker132.0%
Offensive Style: guard132.0%
Offensive Style: punch into kickK132.0%
Defensive Style: Sliding Low Kick121.8%

128 further openings account for the other 268 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf14–4 · 78%0–2 · 0%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?

Goh

Career
504–539 · 48.3%
This season
17 matches · 47.1%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ni'oudaoshi3K+G811.6%
Hiji'ate6P57.2%
backdash into Karura4P+K57.2%
crouch dash back into Karura4P+K57.2%
backdash into evade down45.8%
guardG45.8%
guardG into evade down45.8%
Soukyu46P34.3%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G22.9%
Maegeri3K into Batousatsu3KP22.9%
guardG into throw escape22.9%
punchP into kickK22.9%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP11.4%
Kumite Harai (Deflect)4P+K+G11.4%
Sune Kudaki43P11.4%

20 further openings account for the other 20 rounds.

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: 4 of 15 tests hold up
  • Goh: not tested (too few rounds)