VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

肉彦さん☆彡

  • Vanessa
Career matches20,761
Career win rate47.5%
Round win rate49.3%
Peak rank34
Distinct opponents686
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1633 #1,139 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

Goh3412,7236,1336,59048.2%
Vanessa338,0383,7354,30346.5%

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

8,217 of 10,680 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.14256,368
Vanessa6.74001,849

By opponent's character

Akira7.2432995
Jacky7.0419988
Wolf7.2429700
Pai6.8407620
Jeffry7.2435579
Goh7.1427470
Jean6.7404402
Lau7.0422401
Shun7.0417365
Aoi6.7399438
El Blaze6.9413383
Sarah6.8411381
Brad7.0418297
Lion7.1427302
Kage6.9415226
Lei Fei6.8408245
Vanessa6.8411199
Dural6.941492
Taka6.438684
Eileen6.941250

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

Akira32016016050.0%+1.8
Jacky29314814550.5%+2.1
Wolf22212110154.5%+2.0
Pai2029410846.5%-2.4
Jeffry1951068954.4%+7.1
Goh136627445.6%-1.1
Jean127616648.0%-0.9
Lau125656052.0%+4.5
Shun122645852.5%+4.1
Aoi118595950.0%-3.7
El Blaze114456939.5%-8.0
Sarah110545649.1%-1.2
Brad104465844.2%-3.8
Lion88414746.6%-2.8
Kage86424448.8%-0.2
Lei Fei85335238.8%-7.6
Vanessa74353947.3%-3.4
Dural32211165.6%+15.6
Taka2671926.9%-19.0
Eileen24121250.0%-4.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Octagon30012917143.0%-6.6
Breakable Full Fence29413915547.3%-1.6
Rectangle27911716241.9%-7.1
Open27515012554.5%+7.0
Low Fence25913212751.0%+1.8
Half Fence25313312052.6%+3.7
Breakable Half Fence23011711350.9%+2.0
Single Wall23011111948.3%-2.4
Full Fence22311810552.9%+4.8
Full Fence and Open132636947.7%-2.9

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
Walls1,57947.7%48.7%-1.1
No walls76451.4%49.3%+2.2

Walls against open: -3.2 points (95% range -7.7 to +1.3), p 0.162 — 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

え~る (Rank 30)2026/10/18179852.9%
【降格】山盛り (Rank 29)2026/10/181541126.7%
midori6127 (Rank 29)2026/10/18147750.0%
∈挙動不審∋ (Rank 34)2026/10/161761135.3%
Bird-Tat (Rank 33)2026/10/111711664.7%
ER_higante (Rank 29)2026/10/1125141156.0%
猫鼻 (Rank 26)2026/10/111811761.1%
ふぇに (Rank 34)2026/09/2730121840.0%
skyward_wildcat4 (Rank 33)2026/09/27135838.5%
太鼓の別人@稲刈準備中 (Rank 32)2026/09/26167943.8%
gairoku88 (Rank 33)2026/09/241510566.7%
tamaneen (Rank 32)2026/09/242516964.0%
LEO (Rank 35)2026/09/241431121.4%
NORESPECT (Rank 32)2026/09/121861233.3%
zaduhkj (Rank 34)2026/09/11135838.5%
Koutei (Rank 33)2026/09/112920969.0%
nanami.madogiwa (Rank 34)2026/09/111521313.3%
CELIS (Rank 29)2026/09/061610662.5%
バジ松 (Rank 29)2026/09/061411378.6%
BANANA (Rank 30)2026/08/231914573.7%
ありがとナス (Rank 28)2026/08/03137653.9%
maripon (Rank 32)2026/08/02189950.0%
HB (Rank 30)2026/08/0229141548.3%
さいたま梅澤/T.Umezawa (Rank 29)2026/06/221711664.7%
れもん@のびしろF (Rank 30)2026/06/18147750.0%

Round openings

Every character

backdash into evade up8308.6%
backdash into evade down8018.3%
Soukyu46P5335.5%
forward dash into throwP+G3974.1%
Ni'oudaoshi3K+G3583.7%
forward dash into evade down2642.7%
crouch into Sune'uchi2P2632.7%
Defensive Style: Shadow Slicer2142.2%
Defensive Style: Wind Elbow2092.2%
Defensive Style: backdash into evade up2052.1%
Defensive Style: backdash into evade down1861.9%
throwP+G1591.6%
Hiji'ate6P1521.6%
Offensive Style: backdash into evade up1471.5%
Garyu66K1461.5%

645 further openings account for the other 4,774 rounds.

Counted from 2,349 of the 2,603 matches played. The rest were not pulled for openings.

Goh

Career
6,133–6,590 · 48.2%
This season
1,945 matches · 48.3%
Peak rank
34

First hit in 45.7% of 6,913 rounds. Won 51.3% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 35.5% of rounds, against 26.4% in their other rounds.
  • Against Kage: waits first in 12.7% of rounds, against 4.9% against everyone else.
  • After opening the round before by backing off: attacks straight away in 31.8% of rounds, against 22.8% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 28.1% of rounds, against 21.9% after anything else.
  • After losing a round: backs off first in 48.9% of rounds, against 30.2% after winning one.
  • When ahead: attacks straight away in 34.2% of rounds, against 22.5% when level or behind.
  • In round 2: opens with “backdash into evade down” in 15.4% of rounds, against 10.3% in their other rounds.
  • Against Akira: opens with “forward dash into P+G throw” in 8.5% of rounds, against 5.4% against everyone else.
  • After opening the round before with “46P Soukyu”: opens with “backdash into evade down” in 22.6% of rounds, against 11.9% after anything else.
  • After the opponent opened the round before with “backdash into evade down”: opens with “forward dash into P+G throw” in 14.1% of rounds, against 5.1% after anything else.
  • After losing a round: opens with “backdash into evade up” in 16.1% of rounds, against 7.5% after winning one.
  • When behind: opens with “backdash into evade up” in 15.0% of rounds, against 10.3% when ahead or level.
  • Against a Shun on 10+ drinks: opens with “backdash into evade down” in 35.6% of rounds, against 14.8% against a Shun on other counts.

How is this tested?

backdash into evade up83011.9%
backdash into evade down80111.5%
Soukyu46P5337.7%
forward dash into throwP+G3975.7%
Ni'oudaoshi3K+G3585.2%
forward dash into evade down2643.8%
crouch into Sune'uchi2P2633.8%
throwP+G1592.3%
Hiji'ate6P1522.2%
Garyu66K1462.1%
backdash into Karura4P+K1271.8%
crouch dash forward into evade down1111.6%
crouch dash forward into guardG1081.6%
Sune'uchi2P891.3%
crouch dash forward into Soukyu46P871.2%

300 further openings account for the other 2,518 rounds.

Counted from 1,691 of the 1,945 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira62–69 · 47%34–22 · 61%-13.4
Jacky43–61 · 41%31–26 · 54%-15.6
Wolf47–42 · 53%21–22 · 49%+6.6
Pai32–59 · 35%22–9 · 71%-38.6
Jeffry34–47 · 42%21–16 · 57%-14.9
Shun21–26 · 45%19–14 · 58%-11.8
Jean21–24 · 47%17–16 · 52%-1.0
Lau30–30 · 50%1–5 · 17%too few to test
Sarah20–20 · 50%9–17 · 35%too few to test
Aoi27–23 · 54%10–10 · 50%too few to test
Brad19–24 · 44%11–10 · 52%too few to test
Goh18–22 · 45%11–18 · 38%too few to test
El Blaze20–24 · 45%3–16 · 16%too few to test
Kage18–16 · 53%8–10 · 44%too few to test
Lei Fei14–17 · 45%5–13 · 28%too few to test
Lion12–12 · 50%4–6 · 40%too few to test
Vanessa11–10 · 52%5–6 · 45%too few to test
Dural11–6 · 65%5–4 · 56%too few to test
Eileen6–5 · 55%3–3 · 50%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.

254 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?

Vanessa

Career
3,735–4,303 · 46.5%
This season
658 matches · 51.2%
Peak rank
33

First hit in 20.2% of 2,679 rounds. Won 52.0% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 51.4% of rounds, against 34.2% in their other rounds.
  • Against Brad: moves in first in 32.2% of rounds, against 13.1% against everyone else.
  • After opening the round before by attacking: backs off first in 50.1% of rounds, against 36.9% after anything else.
  • After the opponent opened the round before by waiting: evades first in 4.4% of rounds, against 1.7% after anything else.
  • After losing a round: backs off first in 50.7% of rounds, against 33.1% after winning one.
  • When ahead: attacks straight away in 42.0% of rounds, against 29.8% when level or behind.
  • In round 1: opens with “Defensive Style: Shadow Slicer” in 14.6% of rounds, against 5.8% in their other rounds.
  • Against Shun: opens with “Defensive Style: backdash into evade down” in 23.5% of rounds, against 6.6% against everyone else.
  • After opening the round before with “Defensive Style: Wind Elbow”: opens with “Offensive Style: backdash into evade up” in 9.8% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “Offensive Style: backdash into evade up” in 8.4% of rounds, against 2.0% after winning one.
  • When ahead: opens with “Defensive Style: Wind Elbow” in 12.2% of rounds, against 5.2% when level or behind.

How is this tested?

Defensive Style: Shadow Slicer2147.9%
Defensive Style: Wind Elbow2097.8%
Defensive Style: backdash into evade up2057.6%
Defensive Style: backdash into evade down1866.9%
Offensive Style: backdash into evade up1475.5%
Offensive Style: Long Barrel Blow1164.3%
Offensive Style: backdash into evade down1094.0%
Defensive Style: crouch into Sit Jab2P602.2%
Defensive Style: Stinger Low Blow542.0%
Defensive Style: backdash into Stinger Low Blow1P+K542.0%
Defensive Style: forward dash into evade down441.6%
Offensive Style: crouch into Leg Guard Crush2P441.6%
Defensive Style: Stinger Low Blow into guardG431.6%
Defensive Style: Bone Crush Middle361.3%
Defensive Style: Sit Jab351.3%

330 further openings account for the other 1,139 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira26–24 · 52%9–9 · 50%too few to test
Jacky21–18 · 54%13–5 · 72%too few to test
Pai22–19 · 54%10–8 · 56%too few to test
Jeffry23–14 · 62%16–6 · 73%too few to test
Wolf19–13 · 59%13–9 · 59%too few to test
Goh20–22 · 48%5–4 · 56%too few to test
El Blaze8–16 · 33%2–7 · 22%too few to test
Jean13–10 · 57%0–3 · 0%too few to test
Lau11–10 · 52%8–4 · 67%too few to test
Vanessa5–13 · 28%3–6 · 33%too few to test
Aoi8–5 · 62%4–3 · 57%too few to test
Lion7–12 · 37%2–5 · 29%too few to test
Sarah6–5 · 55%7–4 · 64%too few to test
Brad7–10 · 41%0–0 · —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?

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 (34 here; about 1.7 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

  • Goh: 13 of 18 tests hold up
  • Vanessa: 11 of 16 tests hold up