VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

SDrakeo

  • Goh
Career matches4,062
Career win rate51.1%
Round win rate50.3%
Peak rank33
Distinct opponents117
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1585 #1,450 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

Vanessa333,6221,8501,77251.1%
Goh3044022421650.9%

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

2,522 of 3,821 rounds counted

5.8 inputs a second (345 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.73401,398
Goh5.93521,124

By opponent's character

Akira5.8350275
Jacky6.0358203
Jeffry5.5328137
Lion5.7344222
Sarah5.8349144
Wolf5.7343221
Pai5.7343178
Goh5.935388
Shun5.9352203
Brad5.3321101
Aoi5.9354123
Kage5.331993
Jean5.633699
El Blaze5.7344125
Vanessa5.633657
Lau6.136561
Taka5.835078
Dural5.734257
Lei Fei6.237141
Eileen5.834816

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

Akira130567443.1%-9.0
Jacky90395143.3%-2.1
Jeffry76364047.4%+4.8
Lion72304241.7%-3.8
Sarah71383353.5%-6.6
Wolf66491774.2%+19.1
Pai61412067.2%+5.4
Goh53193435.9%-7.3
Shun52183434.6%-3.6
Brad49202940.8%-12.5
Aoi39201951.3%+5.9
Kage36251169.4%+11.1
Jean33161748.5%-0.2
El Blaze3125680.7%+20.4
Vanessa2718966.7%+23.4
Lau22101245.5%+2.7
Taka21101147.6%-6.1
Dural1971236.8%-11.0
Lei Fei146842.9%-5.2
Eileen104640.0%-30.9

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Breakable Half Fence123576646.3%+1.9
Octagon111545748.6%-4.3
Single Wall106525449.1%+1.4
Low Fence97455246.4%-8.1
Open96395740.6%-3.9
Full Fence93494452.7%-0.3
Rectangle92524056.5%+6.0
Half Fence86523460.5%+10.7
Breakable Full Fence75433257.3%-0.1
Full Fence and Open49262353.1%+0.6

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
Walls58052.9%51.0%+1.9
No walls29945.5%48.5%-3.1

Walls against open: +5.0 points (95% range -3.3 to +13.2), p 0.237 — 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

Smashquatch (Rank 31)2026/10/152516964.0%
brogasaurusrex (Rank 30)2026/10/1453242945.3%
Drawn_ (Rank 29)2026/10/121511473.3%
Kreuz (Rank 35)2026/10/111812666.7%
skywalkeR78081 (Rank 27)2026/09/303125680.7%
NaughtNaught (Rank 32)2026/09/3031121938.7%
Saago_65 (Rank 35)2026/09/241510566.7%
cooladdy123 (Rank 26)2026/09/18134930.8%
nadol90 (Rank 35)2026/09/1541142734.1%
Rodryu (Rank 36)2026/09/1582285434.1%
speedymat (Rank 28)2026/08/232113861.9%
RustyTachikoma[EU] (Rank 22)2026/08/22115645.5%
goodjay (Rank 24)2026/08/0512120100.0%
Shenmueestamour (Rank 30)2026/08/0522121054.5%
GOMVPGO (Rank 33)2026/08/052491537.5%
arikbo1 (Rank 29)2026/08/051431121.4%
CRYSTAL_CITY_JAY (Rank 33)2026/08/0435122334.3%
Onpwnage (Rank 27)2026/07/3134161847.1%
TheWarriorsDen (Rank 28)2026/07/2254411375.9%
Espiro (Rank 33)2026/07/221331023.1%
Akumasama (Rank 33)2026/07/201221016.7%
SentineLPrime (Rank 25)2026/07/191110190.9%
Dadino67italy (Rank 36)2026/07/19113827.3%
Bloodartist (Rank 31)2026/03/311951426.3%
RedLine (Rank 33)2026/03/272131814.3%

Round openings

Every character

Defensive Style: Wind Elbow1674.8%
Defensive Style: punch1253.6%
Defensive Style: forward movement into punchP982.8%
Offensive Style: Long Barrel Blow752.2%
backward movement into Hiji'ate6P671.9%
punchP671.9%
Defensive Style: backdash into throw escape621.8%
Offensive Style: punch581.7%
backdash into guardG581.7%
Defensive Style: Spinning Savate571.6%
Soukyu46P571.6%
Hiji'ate6P511.5%
Defensive Style: backdash into evade up451.3%
backward movement451.3%
punchP into Shouda~KasumigoroshiPK431.2%

542 further openings account for the other 2,403 rounds.

Counted from 881 of the 972 matches played. The rest were not pulled for openings.

Vanessa

Career
1,850–1,772 · 51.1%
This season
689 matches · 50.9%
Peak rank
33

First hit in 23.9% of 2,336 rounds. Won 49.5% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 31.3% of rounds, against 24.1% in their other rounds.
  • Against Jeffry: moves in first in 20.6% of rounds, against 10.5% against everyone else.
  • After opening the round before by backing off: backs off first in 29.8% of rounds, against 22.0% after anything else.
  • After losing a round: moves in first in 16.8% of rounds, against 6.7% after winning one.
  • When behind: moves in first in 20.1% of rounds, against 6.3% when ahead or level.
  • Against Jeffry: opens with “Defensive Style: punch” in 12.4% of rounds, against 4.5% against everyone else.
  • After opening the round before with “Defensive Style: forward movement into P punch”: opens with “Defensive Style: Wind Elbow” in 17.6% of rounds, against 6.9% after anything else.
  • After losing a round: opens with “Defensive Style: forward movement into P punch” in 7.1% of rounds, against 1.9% after winning one.
  • When behind: opens with “Defensive Style: forward movement into P punch” in 7.9% of rounds, against 2.3% when ahead or level.

How is this tested?

Defensive Style: Wind Elbow1677.1%
Defensive Style: punch1255.3%
Defensive Style: forward movement into punchP984.2%
Offensive Style: Long Barrel Blow753.2%
Defensive Style: backdash into throw escape622.6%
Offensive Style: punch582.5%
Defensive Style: Spinning Savate572.4%
Defensive Style: backdash into evade up451.9%
Offensive Style: forward movement into punchP421.8%
Defensive Style: backward movement into throw escape411.7%
Defensive Style: Wind Elbow into backward movement371.6%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP361.5%
Defensive Style: backdash into guardG341.4%
Defensive Style: punch into Jab High KickPK341.4%
Defensive Style: punch into kickK321.4%

368 further openings account for the other 1,410 rounds.

Counted from 598 of the 689 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
Akira23–32 · 42%6–18 · 25%too few to test
Wolf31–9 · 78%16–8 · 67%too few to test
Jeffry21–20 · 51%3–5 · 38%too few to test
Lion13–23 · 36%6–8 · 43%too few to test
Sarah22–12 · 65%9–4 · 69%too few to test
Jacky21–7 · 75%4–9 · 31%too few to test
Brad6–13 · 32%4–13 · 24%too few to test
Goh9–16 · 36%3–5 · 38%too few to test
Pai11–6 · 65%2–4 · 33%too few to test
Aoi5–5 · 50%4–2 · 67%too few to test
Shun7–8 · 47%2–1 · 67%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.

91 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?

Goh

Career
224–216 · 50.9%
This season
283 matches · 48.1%
Peak rank
30

First hit in 47.6% of 1,115 rounds. Won 50.5% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 51.2% of rounds, against 39.2% in their other rounds.
  • After winning a round: opens with “46P Soukyu” in 8.6% of rounds, against 2.5% after losing one.
  • When behind: opens with “P punch” in 9.5% of rounds, against 4.2% when ahead or level.

How is this tested?

backward movement into Hiji'ate6P676.0%
punchP676.0%
backdash into guardG585.2%
Soukyu46P575.1%
Hiji'ate6P514.5%
backward movement454.0%
punchP into Shouda~KasumigoroshiPK433.8%
forward movement into punchP363.2%
punchP into kickK343.0%
backdash into throw escape332.9%
Maegeri3K into Batousatsu3KP322.8%
backdash into evade up302.7%
backward movement into guardG262.3%
backward movement into throw escape252.2%
crouch into Denkou3PP222.0%

159 further openings account for the other 499 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky6–14 · 30%8–17 · 32%too few to test
Pai15–9 · 62%6–1 · 86%too few to test
Shun1–12 · 8%3–10 · 23%too few to test
El Blaze11–2 · 85%6–2 · 75%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?

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 (31 here; about 1.6 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 16 tests hold up
  • Goh: 3 of 15 tests hold up