VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

duke_nomu3_zebra

  • Vanessa
Career matches4,493
Career win rate52.8%
Round win rate49.7%
Peak rank39
Distinct opponents158
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1778 #453 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

Goh382,2731,1821,09152.0%
Vanessa392,2201,1911,02953.6%

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

1,035 of 1,972 rounds counted

5.7 inputs a second (341 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.7342932
Vanessa5.4325103

By opponent's character

Jeffry5.834592
Akira5.533291
Sarah5.533382
Jacky5.935355
Goh5.734097
Kage5.331792
Brad5.633464
Lau5.935320
El Blaze5.734485
Wolf6.035937
Lion6.136449
Jean5.834648
Aoi5.734357
Shun5.834641
Pai5.633553
Lei Fei5.83508
Vanessa6.338029
Taka5.231421
Eileen5.03029
Dural6.23705

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

Jeffry51203139.2%-10.0
Akira49242549.0%+4.3
Sarah41231856.1%+15.7
Jacky40202050.0%+4.5
Goh33171651.5%-0.3
Kage33132039.4%-7.4
Brad2982127.6%-18.2
Lau25101540.0%-8.8
El Blaze24131154.2%+5.5
Wolf2481633.3%-15.2
Lion21111052.4%+1.6
Jean2012860.0%+6.4
Aoi1911857.9%+6.0
Shun1991047.4%+1.0
Pai1610662.5%+14.9
Lei Fei149564.3%+17.6
Vanessa116554.5%+5.6
Taka94544.4%+1.1
Eileen3030.0%-44.5
Dural21150.0%-5.3

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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 Fence64352954.7%+6.7
Octagon60263443.3%-3.8
Rectangle55213438.2%-8.8
Breakable Full Fence53282552.8%+7.0
Open53361767.9%+24.9
Full Fence46202643.5%-3.9
Single Wall44202445.5%-5.6
Low Fence35132237.1%-11.2
Full Fence and Open28141450.0%+1.9
Half Fence2561924.0%-26.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30344.9%47.2%-2.4
No walls13252.3%47.9%+4.4

Walls against open: -6.8 points (95% range -19.1 to +5.5), p 0.281 — 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

金平糖 (Rank 39)2026/07/2873442.9%
★闘将拉麵男★ (Rank 38)2026/07/2882625.0%
ふかふか (Rank 39)2026/07/2762433.3%
Hi:D (Rank 36)2026/07/2687187.5%
ジークリオン (Rank 36)2026/07/2653260.0%
壱次元らあじ (Rank 39)2026/07/2551420.0%
ゲッパー (Rank 37)2026/07/20119281.8%
nanbara (Rank 35)2026/07/2083537.5%
cyomiko (Rank 40)2026/07/201412285.7%
マハリータまるこ (Rank 38)2026/07/196060.0%
poco/ぽこ (Rank 36)2026/07/1972528.6%
ふぇに (Rank 35)2026/07/1153260.0%
타우끼/taukee (Rank 34)2026/07/03146842.9%
expensive-sand (Rank 39)2026/06/20156940.0%
Umemon2026 (Rank 36)2026/06/1074357.1%
interceptor (Rank 39)2026/06/0852340.0%
1FNOPLAYSORRY (Rank 34)2026/05/27660100.0%
banpal/バンパル (Rank 36)2026/05/2695455.6%
nanami.madogiwa (Rank 35)2026/05/2652340.0%
デネ (Rank 39)2026/05/2173442.9%
STAGEW(ON)@스테이지원 (Rank 40)2026/05/2062433.3%
いえす (Rank 40)2026/05/1961516.7%
JANGGANG (Rank 40)2026/05/1953260.0%
Aki (Rank 39)2026/05/1253260.0%
MaBoy (Rank 33)2026/05/0995455.6%

Round openings

Every character

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1959.9%
Karura4P+K1668.4%
guardG1186.0%
Hiji'ate6P1015.1%
punchP995.0%
backdash into evade up733.7%
Sune'uchi2P673.4%
backdash into Karura4P+K562.8%
throw escape492.5%
Garyu66K472.4%
evade up into crouch dash forward412.1%
forward dash into Haraigeri2K+G341.7%
backdash into Kyousengeri46K331.7%
punchP into backdash331.7%
throwP+G into forward movement331.7%

243 further openings account for the other 830 rounds.

Goh

Career
1,182–1,091 · 52.0%
This season
430 matches · 48.4%
Peak rank
38

First hit in 40.8% of 1,745 rounds. Won 54.4% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 17.9% of rounds, against 9.3% in their other rounds.
  • Against Shun: evades first in 29.6% of rounds, against 7.2% against everyone else.
  • Against Shun: opens with “G guard” in 18.5% of rounds, against 6.3% against everyone else.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G19511.1%
Karura4P+K1669.4%
guardG1186.7%
Hiji'ate6P1015.8%
punchP995.6%
backdash into evade up734.2%
Sune'uchi2P673.8%
backdash into Karura4P+K563.2%
throw escape492.8%
Garyu66K472.7%
evade up into crouch dash forward412.3%
forward dash into Haraigeri2K+G341.9%
backdash into Kyousengeri46K331.9%
punchP into backdash331.9%
throwP+G into forward movement331.9%

153 further openings account for the other 613 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry16–25 · 39%4–4 · 50%too few to test
Akira15–15 · 50%8–7 · 53%too few to test
Sarah12–13 · 48%7–4 · 64%too few to test
Jacky10–11 · 48%6–5 · 55%too few to test
Goh7–9 · 44%8–6 · 57%too few to test
Brad5–7 · 42%1–8 · 11%too few to test
El Blaze7–5 · 58%5–4 · 56%too few to test
Lau6–9 · 40%4–4 · 50%too few to test
Wolf5–10 · 33%2–4 · 33%too few to test
Lion6–5 · 55%4–5 · 44%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?

Vanessa

Career
1,191–1,029 · 53.6%
This season
53 matches · 39.6%
Peak rank
39

First hit in 17.5% of 217 rounds. Won 39.5% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Parrying High Kick (Deflect)167.4%
Offensive Style: Counter Strike146.5%
Offensive Style: Leg Guard Crush94.2%
Offensive Style: Long Barrel Blow94.2%
Defensive Style: Shadow Slicer83.7%
Offensive Style: throw escape83.7%
Offensive Style: Landing Knee Kick73.2%
Offensive Style: guard73.2%
Offensive Style: crouch dash back into Stopping Low Smash2KPP62.8%
Defensive Style: backward movement into Cut-in Knee Kick6K52.3%
Offensive Style: Bunker Buster52.3%
Offensive Style: backdash into evade up52.3%
Offensive Style: punch52.3%
Defensive Style: Sit Jab41.8%
Defensive Style: punch41.8%

75 further openings account for the other 105 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 (16 here; about 0.8 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: 3 of 16 tests hold up
  • Vanessa: not tested (too few rounds)