VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Vanessa

のーむ

  • Goh
Career matches3,083
Career win rate56.2%
Round win rate54.6%
Peak rank41
Distinct opponents389
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1782 #440 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

Vanessa412,1551,15799853.7%
Goh3892857735162.2%

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

6,150 of 6,150 rounds counted

5.6 inputs a second (337 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa5.63345,411
Goh6.0359739

By opponent's character

Akira5.6336642
Lau5.6336544
Jacky5.7342492
Shun5.8345460
Brad5.4326433
Pai5.7342403
Lei Fei5.5330377
Aoi5.6335316
Jeffry5.5329297
Kage5.5333299
Sarah5.6334311
Wolf6.0360275
Lion5.7345240
Vanessa5.7345256
Goh5.6338206
Jean5.5332187
El Blaze5.5330160
Eileen5.4322143
Taka5.533183
Dural5.834626

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

Akira156857154.5%-3.9
Lau137736453.3%-1.2
Jacky125784762.4%+6.2
Shun113664758.4%+1.9
Brad108624657.4%+0.8
Pai102564654.9%+1.8
Lei Fei94484651.1%-7.5
Aoi81552667.9%+3.3
Jeffry76433356.6%-2.2
Kage76383850.0%-12.4
Sarah76403652.6%-0.9
Wolf69452465.2%+3.4
Lion64392560.9%+4.4
Vanessa64372757.8%+6.3
Goh51331864.7%+8.0
Jean46311567.4%+6.2
El Blaze40192147.5%-5.9
Eileen32122037.5%-14.0
Taka2015575.0%+16.9
Dural62433.3%-25.6

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

Low Fence1811047757.5%+0.5
Breakable Half Fence175997656.6%+1.5
Octagon171987357.3%+0.8
Single Wall161986360.9%+1.6
Full Fence158896956.3%-0.4
Breakable Full Fence146875959.6%+3.8
Half Fence145856058.6%+0.3
Rectangle141835858.9%+1.7
Open139736652.5%-4.4
Full Fence and Open53292454.7%-4.4

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
Walls93657.8%56.7%+1.1
No walls48157.2%57.7%-0.5

Walls against open: +1.7 points (95% range -4.0 to +7.3), p 0.565 — 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

カルティカ (Rank 40)2026/10/16167943.8%
Saibo_season2 (Rank 39)2026/10/15169756.2%
ゆ~やん3 (Rank 40)2026/10/151881044.4%
漂泊の民回線ジプシー (Rank 37)2026/10/131913668.4%
AOI라쓰고불합리라읽다. (Rank 39)2026/10/13168850.0%
ドナドナ7 (Rank 39)2026/10/04138561.5%
cyomiko (Rank 41)2026/10/021851327.8%
jinmenusagi (Rank 41)2026/09/271751229.4%
★闘将拉麵男★ (Rank 38)2026/09/24159660.0%
ba(袈裟) (Rank 37)2026/09/181910952.6%
ikkyusaaan (Rank 40)2026/09/171881044.4%
PuzzG/ぱず爺 (Rank 36)2026/09/171910952.6%
VF12360-PC (Rank 38)2026/09/171910952.6%
『ρε』.α (Rank 41)2026/09/16135838.5%
寿司眼鉄 (Rank 39)2026/09/16147750.0%
ぴゅあくん (Rank 42)2026/09/15135838.5%
ドランクン//Konpay (Rank 39)2026/09/151310376.9%
ZRX-1100 (Rank 37)2026/09/141612475.0%
mudanadoryokuzki (Rank 37)2026/09/132012860.0%
jikacho-Gigas (Rank 42)2026/09/131611568.8%
ねこむーと (Rank 37)2026/09/101514193.3%
poncho (Rank 41)2026/09/09167943.8%
lesser-pram7 (Rank 40)2026/09/091741323.5%
onigiryy_14 (Rank 36)2026/08/301991047.4%
D A I (Rank 34)2026/08/221511473.3%

Round openings

Every character

Defensive Style: Parrying High Kick (Deflect)2905.0%
Offensive Style: Counter Strike2604.4%
Offensive Style: throw escape2584.4%
Offensive Style: Clobbering Straight2183.7%
Defensive Style: Wind Elbow2123.6%
Offensive Style: Long Barrel Blow1712.9%
Offensive Style: punch1692.9%
Offensive Style: guard1312.2%
Defensive Style: throw escape1131.9%
Offensive Style: Landing Knee Kick1081.8%
Defensive Style: guard1051.8%
Offensive Style: One Two into Combo UpperPPP1021.7%
Offensive Style: guard into throw escape951.6%
Offensive Style: Body Blow931.6%
Offensive Style: crouch dash back into Heel Kick6K+G861.5%

514 further openings account for the other 3,447 rounds.

Counted from 1,462 of the 1,536 matches played. The rest were not pulled for openings.

Vanessa

Career
1,157–998 · 53.7%
This season
1,345 matches · 55.5%
Peak rank
41

First hit in 23.4% of 5,090 rounds. Won 57.0% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

  • Against Shun: waits first in 26.6% of rounds, against 13.0% against everyone else.
  • After losing a round: waits first in 16.9% of rounds, against 11.2% after winning one.
  • In round 1: opens with “Offensive Style: throw escape” in 7.6% of rounds, against 4.2% in their other rounds.
  • Against Brad: opens with “Offensive Style: throw escape” in 27.1% of rounds, against 3.3% against everyone else.
  • On Open stages: opens with “Offensive Style: throw escape” in 9.0% of rounds, against 4.6% on the other stages.
  • After opening the round before with “Offensive Style: throw escape”: opens with “Offensive Style: throw escape” in 11.8% of rounds, against 3.8% after anything else.
  • After winning a round: opens with “Offensive Style: throw escape” in 5.3% of rounds, against 3.0% after losing one.
  • When ahead: opens with “Offensive Style: throw escape” in 6.0% of rounds, against 3.3% when level or behind.

How is this tested?

Defensive Style: Parrying High Kick (Deflect)2905.7%
Offensive Style: Counter Strike2605.1%
Offensive Style: throw escape2585.0%
Offensive Style: Clobbering Straight2184.3%
Defensive Style: Wind Elbow2124.2%
Offensive Style: Long Barrel Blow1713.3%
Offensive Style: punch1693.3%
Offensive Style: guard1312.6%
Defensive Style: throw escape1132.2%
Offensive Style: Landing Knee Kick1082.1%
Defensive Style: guard1052.0%
Offensive Style: One Two into Combo UpperPPP1022.0%
Offensive Style: guard into throw escape951.9%
Offensive Style: Body Blow931.8%
Offensive Style: crouch dash back into Heel Kick6K+G861.7%

405 further openings account for the other 2,702 rounds.

Counted from 1,271 of the 1,345 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
Akira57–40 · 59%14–14 · 50%too few to test
Lau33–27 · 55%19–23 · 45%+5.9
Jacky38–31 · 55%22–9 · 71%-12.2
Shun36–25 · 59%17–17 · 50%+11.2
Brad36–21 · 63%19–19 · 50%+15.2
Lei Fei20–28 · 42%26–10 · 72%-23.6
Pai27–24 · 53%10–11 · 48%too few to test
Jeffry33–18 · 65%5–8 · 38%too few to test
Kage16–18 · 47%14–9 · 61%too few to test
Aoi18–9 · 67%19–12 · 61%too few to test
Sarah15–12 · 56%10–10 · 50%too few to test
Lion17–11 · 61%13–9 · 59%too few to test
Jean10–8 · 56%10–5 · 67%too few to test
Goh15–13 · 54%8–4 · 67%too few to test
Vanessa12–15 · 44%5–5 · 50%too few to test
Wolf15–11 · 58%7–5 · 58%too few to test
El Blaze10–15 · 40%5–2 · 71%too few to test
Eileen8–12 · 40%3–6 · 33%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.

74 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
577–351 · 62.2%
This season
191 matches · 68.1%
Peak rank
38

First hit in 47.7% of 725 rounds. Won 61.9% of the rounds they struck first, 62.5% of the rounds they were struck first.

Significant Tells

  • Against Pai: evades first in 22.4% of rounds, against 7.3% against everyone else.
  • Against Shun: opens with “6P Hiji'ate” in 27.3% of rounds, against 10.3% against everyone else.

How is this tested?

Hiji'ate6P8411.3%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G8211.0%
Karura4P+K689.1%
guardG364.8%
Garyu66K354.7%
backdash into evade up344.6%
forward dash into Haraigeri2K+G324.3%
forward movement into punchP263.5%
punchP253.4%
throwP+G into forward movement233.1%
evade up into crouch dash forward223.0%
throw escape212.8%
backdash into Karura4P+K202.7%
Sune'uchi2P172.3%
punchP into backward movement162.1%

94 further openings account for the other 204 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau8–4 · 67%5–0 · 100%too few to test
Akira8–6 · 57%2–4 · 33%too few to test
Vanessa10–3 · 77%4–3 · 57%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 (32 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: 8 of 17 tests hold up
  • Goh: 2 of 15 tests hold up