VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

くぼっさ★

  • Vanessa
Career matches2,073
Career win rate56.4%
Round win rate52.7%
Peak rank40
Distinct opponents196
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1851 #242 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

Goh361,03759244557.1%
Vanessa401,03657845855.8%

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

1,767 of 2,067 rounds counted

6.4 inputs a second (383 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa6.43841,561
Goh6.2375206

By opponent's character

Jacky6.5392265
Sarah6.2374136
Jeffry6.3379123
Akira6.5392125
Pai6.4384120
Vanessa6.4383113
Jean6.3376118
Lion6.4387124
Kage6.337888
Brad6.438385
Aoi6.438376
Goh6.337885
Lei Fei6.639647
Shun6.237255
Lau6.739959
Wolf6.338048
El Blaze6.136640
Taka6.036028
Eileen6.237032

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

Jacky67373055.2%-0.4
Sarah41192246.3%-9.2
Jeffry40211952.5%-6.4
Akira3829976.3%+20.4
Pai35181751.4%-2.6
Vanessa32191359.4%+5.5
Jean30151550.0%-10.0
Lion29181162.1%+7.3
Kage2516964.0%+6.7
Brad24101441.7%-10.7
Aoi23131056.5%-2.8
Goh23131056.5%-3.0
Lei Fei21101147.6%-6.4
Shun1981142.1%-11.4
Lau169756.2%+1.2
Wolf1512380.0%+19.3
El Blaze129375.0%+19.4
Taka92722.2%-30.5
Eileen84450.0%-6.8
Dural550100.0%+48.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Single Wall62352756.5%+2.4
Rectangle57282949.1%-6.8
Full Fence55342161.8%+0.6
Octagon54322259.3%+4.1
Breakable Full Fence48212743.8%-11.2
Breakable Half Fence48202841.7%-13.4
Open48282058.3%+1.6
Half Fence43251858.1%+0.6
Low Fence40291172.5%+18.2
Full Fence and Open34211361.8%+6.0

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
Walls30552.5%56.3%-3.8
No walls15061.3%55.5%+5.8

Walls against open: -9.7 points (95% range -19.7 to +0.4), p 0.059 — 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

LE (Rank 42)2026/10/1754180.0%
new_cult33 (Rank 38)2026/10/1753260.0%
expensive-sand (Rank 39)2026/10/1753260.0%
オキチちゃん (Rank 41)2026/10/1764266.7%
自作マニア@むめい。 (Rank 41)2026/10/10115645.5%
小名浜DC (Rank 37)2026/10/1074357.1%
俺様バーンズ (Rank 38)2026/10/1074357.1%
DJG10159 (Rank 38)2026/09/1862433.3%
it (Rank 38)2026/09/0573442.9%
gobigobipai221 (Rank 38)2026/08/2561516.7%
ドランクン//Konpay (Rank 38)2026/08/2551420.0%
ゲッパー (Rank 35)2026/08/2252340.0%
どっせ (Rank 36)2026/08/2253260.0%
Roki_ryudoukan (Rank 36)2026/08/2253260.0%
jinmenusagi (Rank 41)2026/08/1881712.5%
jokey_awe94 (Rank 39)2026/07/2552340.0%
究極無敵 (Rank 38)2026/07/2552340.0%
五寸釘くん (Rank 35)2026/07/2575271.4%
めがじぇね (Rank 42)2026/07/2361516.7%
Gomzou (Rank 37)2026/07/2353260.0%
★闘将拉麵男★ (Rank 36)2026/07/04138561.5%
hurikake1999 (Rank 36)2026/06/2763350.0%
interceptor (Rank 35)2026/06/2786275.0%
セロ (Rank 35)2026/06/2586275.0%
かべごん (Rank 36)2026/05/3063350.0%

Round openings

Every character

Defensive Style: crouch into Low Spin Slicer2K+G1276.9%
Defensive Style: Wind Elbow1095.9%
Defensive Style: crouch into Cut Upper3P814.4%
Defensive Style: forward movement into throwP+G653.5%
Defensive Style: Stinger Low Blow623.4%
forward movement into throwP+G613.3%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K603.2%
Defensive Style: crouch into Bone Crush Middle3K492.6%
Offensive Style: backdash into Pile Bunker6P+K492.6%
Karura4P+K482.6%
Ni'oudaoshi3K+G472.5%
Defensive Style: forward dash into Cut-in Knee Kick6K432.3%
Offensive Style: Pile Bunker402.2%
Offensive Style: backdash into Bunker Buster9P301.6%
Hiji'ate6P291.6%

328 further openings account for the other 952 rounds.

Counted from 460 of the 512 matches played. The rest were not pulled for openings.

Vanessa

Career
578–458 · 55.8%
This season
417 matches · 59.2%
Peak rank
40

First hit in 18.1% of 1,477 rounds. Won 63.1% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 25.5% of rounds, against 17.9% in their other rounds.
  • After losing a round: evades first in 22.7% of rounds, against 13.9% after winning one.
  • Against Vanessa: opens with “Defensive Style: crouch into 2K+G Low Spin Slicer” in 16.0% of rounds, against 8.1% against everyone else.
  • After winning a round: opens with “Defensive Style: crouch into 3P Cut Upper” in 8.4% of rounds, against 2.3% after losing one.
  • When ahead: opens with “Defensive Style: Wind Elbow” in 10.2% of rounds, against 4.4% when level or behind.

How is this tested?

Defensive Style: crouch into Low Spin Slicer2K+G1278.6%
Defensive Style: Wind Elbow1097.4%
Defensive Style: crouch into Cut Upper3P815.5%
Defensive Style: forward movement into throwP+G654.4%
Defensive Style: Stinger Low Blow624.2%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K604.0%
Defensive Style: crouch into Bone Crush Middle3K493.3%
Offensive Style: backdash into Pile Bunker6P+K493.3%
Defensive Style: forward dash into Cut-in Knee Kick6K432.9%
Offensive Style: Pile Bunker402.7%
Offensive Style: backdash into Bunker Buster9P302.0%
Offensive Style: evade down into Spinning Savate66K+G281.9%
Defensive Style: evade down into forward dash261.8%
Offensive Style: Heel Kick241.6%
Defensive Style: evade down191.3%

240 further openings account for the other 668 rounds.

Counted from 365 of the 417 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
Jacky16–13 · 55%11–4 · 73%too few to test
Pai13–12 · 52%5–2 · 71%too few to test
Sarah10–9 · 53%5–7 · 42%too few to test
Jean6–9 · 40%9–5 · 64%too few to test
Akira9–2 · 82%6–4 · 60%too few to test
Jeffry5–6 · 45%4–3 · 57%too few to test
Lion6–7 · 46%3–3 · 50%too few to test
Vanessa7–3 · 70%6–3 · 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.

52 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
592–445 · 57.1%
This season
95 matches · 42.1%
Peak rank
36

First hit in 46.8% of 372 rounds. Won 46.0% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into throwP+G6116.4%
Karura4P+K4812.9%
Ni'oudaoshi3K+G4712.6%
Hiji'ate6P297.8%
backdash into Karura4P+K102.7%
Soukyu46P into punchP92.4%
evade down into backdash82.1%
Soukyu46P71.9%
crouch dash forward into evade down61.6%
Garyu66K into Tsukikage6K51.3%
backdash into Soukyu46P51.3%
crouch dash forward into Hiji'ate6P51.3%
crouch dash forward into punchP51.3%
crouch dash forward into throw escape51.3%
evade down into throwP+G41.1%

73 further openings account for the other 118 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 (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: 5 of 16 tests hold up
  • Goh: 0 of 15 tests hold up