VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Vanessa

motor_colt61

  • Goh
Career matches9,855
Career win rate49.9%
Round win rate50.8%
Peak rank37
Distinct opponents263
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1546 #1,694 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

Vanessa379,7864,8854,90149.9%
Goh2669294042.0%

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

4,089 of 4,476 rounds counted

6.3 inputs a second (377 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.33773,940
Goh6.1364149

By opponent's character

Akira6.3377460
Jeffry6.4382417
Jacky6.3376367
Kage6.2372314
Wolf6.5390298
El Blaze6.1366274
Jean6.4383236
Shun6.2374215
Sarah6.1366174
Aoi6.2372163
Lion6.2373152
Brad6.2372161
Goh6.2372138
Pai6.5388120
Taka6.5388131
Lau6.1365121
Dural6.4383106
Lei Fei6.4386112
Vanessa6.337678
Eileen6.136852

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

Akira128705854.7%+0.7
Jeffry112634956.2%+1.4
Jacky97524553.6%+3.9
Kage84384645.2%-0.5
Wolf84513360.7%+9.2
El Blaze73373650.7%+0.3
Jean62313150.0%-2.5
Shun61322952.5%+4.9
Sarah48291960.4%+7.9
Aoi46163034.8%-12.2
Lion40132732.5%-13.6
Brad39172243.6%-2.4
Goh39172243.6%-6.8
Pai33201360.6%+7.4
Taka33201360.6%+8.4
Lau32102231.2%-14.2
Dural30171356.7%+5.5
Lei Fei29101934.5%-12.2
Vanessa1981142.1%-3.6
Eileen167943.8%-9.9

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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 Full Fence127685953.5%+5.4
Octagon124616349.2%-3.9
Half Fence123655852.9%-1.4
Low Fence123636051.2%+2.3
Open122566645.9%-3.4
Single Wall119566347.1%-0.1
Rectangle102534952.0%+0.7
Full Fence91523957.1%+5.7
Breakable Half Fence87375042.5%-9.3
Full Fence and Open37152240.5%-7.0

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
Walls65451.4%51.7%-0.3
No walls36448.1%48.4%-0.3

Walls against open: +0.1 points (95% range -6.6 to +6.8), p 0.985 — 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

nanami.madogiwa (Rank 36)2026/10/17115645.5%
fwnd1396 (Rank 32)2026/10/161915479.0%
やまだ.com (Rank 36)2026/10/1693633.3%
siroiro_16bit (Rank 40)2026/10/161531220.0%
マクシミリアン15世 (Rank 33)2026/10/1443331076.7%
おむすび山かずkaz_kcjj (Rank 40)2026/10/12102820.0%
MaBoy (Rank 34)2026/10/102215768.2%
らうらう (Rank 37)2026/10/07102820.0%
elf4sale (Rank 32)2026/10/071410471.4%
えびもち (Rank 34)2026/10/04126650.0%
猫鼻 (Rank 33)2026/10/0325141156.0%
はげまん (Rank 27)2026/09/29156940.0%
ちょいそる (Rank 34)2026/09/23117463.6%
役小角 (Rank 32)2026/09/181311284.6%
orz (Rank 29)2026/09/1833191457.6%
ふかふか (Rank 38)2026/09/181431121.4%
マハリータまるこ (Rank 41)2026/09/18125741.7%
Phrazes_For_The_Young (Rank 34)2026/09/16105550.0%
타우끼/taukee (Rank 36)2026/09/13106460.0%
무파ZeroBlue (Rank 33)2026/09/121511473.3%
calmknight[냠냠] (Rank 31)2026/09/042112957.1%
黒シャツ (Rank 32)2026/08/24115645.5%
カミナリおやじ (Rank 32)2026/08/17129375.0%
interceptor (Rank 35)2026/07/22104640.0%
maripon (Rank 33)2026/07/21114736.4%

Round openings

Every character

Defensive Style: backdash into Stinger Low Blow1P+K65916.3%
Defensive Style: punch into Jab~BodyPP54913.6%
Defensive Style: backdash into evade up2395.9%
Offensive Style: backdash into Spinning Savate66K+G1824.5%
Offensive Style: backdash into evade up1233.0%
Defensive Style: punch into Jab High KickPK1132.8%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP1012.5%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K892.2%
Offensive Style: forward movement into punchP882.2%
Offensive Style: forward movement into One TwoPP872.2%
Offensive Style: backdash into Bunker Buster9P862.1%
Defensive Style: punch852.1%
Defensive Style: Wind Elbow741.8%
Defensive Style: backdash into back kick+guard4K+G741.8%
Defensive Style: crouch into Stinger Low Blow1P+K721.8%

262 further openings account for the other 1,412 rounds.

Counted from 991 of the 1,105 matches played. The rest were not pulled for openings.

Vanessa

Career
4,885–4,901 · 49.9%
This season
1,069 matches · 50.9%
Peak rank
37

First hit in 36.8% of 3,907 rounds. Won 52.2% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 65.6% of rounds, against 25.9% in their other rounds.
  • Against Shun: waits first in 12.1% of rounds, against 3.2% against everyone else.
  • After opening the round before by attacking: backs off first in 64.9% of rounds, against 55.8% after anything else.
  • After losing a round: backs off first in 63.8% of rounds, against 54.6% after winning one.
  • When ahead: attacks straight away in 28.3% of rounds, against 22.2% when level or behind.
  • In round 1: opens with “Defensive Style: punch into PP Jab~Body” in 42.5% of rounds, against 4.7% in their other rounds.
  • Against Jacky: opens with “Defensive Style: backdash into 1P+K Stinger Low Blow” in 23.1% of rounds, against 15.9% against everyone else.
  • After opening the round before with “Defensive Style: punch into PP Jab~Body”: opens with “Defensive Style: backdash into 1P+K Stinger Low Blow” in 25.0% of rounds, against 17.2% after anything else.
  • After losing a round: opens with “Offensive Style: backdash into 66K+G Spinning Savate” in 8.4% of rounds, against 3.7% after winning one.
  • When behind: opens with “Offensive Style: backdash into 66K+G Spinning Savate” in 8.2% of rounds, against 4.8% when ahead or level.

How is this tested?

Defensive Style: backdash into Stinger Low Blow1P+K65916.8%
Defensive Style: punch into Jab~BodyPP54914.0%
Defensive Style: backdash into evade up2396.1%
Offensive Style: backdash into Spinning Savate66K+G1824.6%
Offensive Style: backdash into evade up1233.1%
Defensive Style: punch into Jab High KickPK1132.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP1012.6%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K892.3%
Offensive Style: forward movement into punchP882.2%
Offensive Style: forward movement into One TwoPP872.2%
Offensive Style: backdash into Bunker Buster9P862.2%
Defensive Style: punch852.2%
Defensive Style: Wind Elbow741.9%
Defensive Style: backdash into back kick+guard4K+G741.9%
Defensive Style: crouch into Stinger Low Blow1P+K721.8%

226 further openings account for the other 1,304 rounds.

Counted from 965 of the 1,069 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
Akira34–23 · 60%23–23 · 50%+1.7
Jeffry31–23 · 57%11–11 · 50%too few to test
Jacky28–23 · 55%16–15 · 52%-0.3
Wolf34–24 · 59%8–5 · 62%too few to test
Kage21–25 · 46%7–12 · 37%too few to test
El Blaze18–8 · 69%13–10 · 57%too few to test
Shun16–10 · 62%16–18 · 47%too few to test
Jean15–17 · 47%8–7 · 53%too few to test
Aoi11–20 · 35%5–6 · 45%too few to test
Sarah14–8 · 64%6–5 · 55%too few to test
Lion4–12 · 25%9–12 · 43%too few to test
Goh9–9 · 50%5–10 · 33%too few to test
Brad9–5 · 64%8–9 · 47%too few to test
Lau8–21 · 28%2–1 · 67%too few to test
Dural14–5 · 74%2–4 · 33%too few to test
Taka7–4 · 64%7–5 · 58%too few to test
Lei Fei8–12 · 40%2–1 · 67%too few to test
Pai8–8 · 50%4–1 · 80%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.

104 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
29–40 · 42.0%
This season
36 matches · 38.9%
Peak rank
26

First hit in 58.9% of 107 rounds. Won 60.3% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K2725.0%
backdash into evade up1312.0%
backdash into Ni'oudaoshi3K+G76.5%
backdash into Sune Kudaki43P65.6%
backdash into Kokuryusatsu Ichi46P+K54.6%
backdash into Maegeri3K54.6%
backdash into Soukyu46P54.6%
punchP into Tsurane ShoudaPP43.7%
backdash32.8%
crouch into Sune Kudaki43P32.8%
Urahiji44P21.9%
backdash into Hiji'ate6P21.9%
backward movement into Raikou3P21.9%
crouch into Kirin33P21.9%
Garyu66K into Tsukikage6K10.9%

21 further openings account for the other 21 rounds.

Counted from 26 of the 36 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 (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: 10 of 18 tests hold up
  • Goh: not tested (too few rounds)