VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

パパスイッチ

  • Jeffry
  • Wolf
  • Aoi
  • Jean
Career matches508
Career win rate64.4%
Round win rate60.9%
Peak rank24
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1244 Not ranked yet: the list needs 50 matches. See 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

Goh2428016411658.6%
Jean24105812477.1%
Jeffry2345261957.8%
Wolf214234881.0%
Aoi1736221461.1%

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

191 of 235 rounds counted

7.2 inputs a second (433 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.444564
Jeffry7.042173
Wolf7.344031
Aoi6.53908
Jean7.645615

By opponent's character

Aoi7.142425
Lau7.645633
Brad6.438325
Pai6.941523
Jeffry6.53893
Wolf7.343813
Akira7.24308
Jean8.551210
Jacky7.24306
Kage6.53908
Lion6.84077
Sarah8.65149
Shun8.24909
Vanessa7.94737
Lei Fei5.93525

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

Aoi87187.5%+31.6
Lau85362.5%+1.7
Brad64266.7%-9.6
Pai65183.3%+17.5
Jeffry53260.0%-6.1
Wolf53260.0%-16.9
Akira32166.7%+1.9
Jean3030.0%-56.8
El Blaze2020.0%-77.3
Jacky220100.0%+55.4
Kage220100.0%+37.3
Lion220100.0%+25.6
Sarah2020.0%-62.1
Shun21150.0%-21.9
Vanessa220100.0%+35.8
Lei Fei110100.0%+61.8
Taka1010.0%-59.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence94544.4%-23.6
Half Fence86275.0%+8.0
Rectangle87187.5%+22.6
Breakable Full Fence75271.4%+5.7
Breakable Half Fence61516.7%-46.5
Full Fence53260.0%-13.2
Single Wall54180.0%+23.3
Octagon43175.0%+10.7
Open42250.0%-9.9
Full Fence and Open110100.0%+25.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls3865.8%66.4%-0.6
No walls1855.6%61.7%-6.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

t4a (Rank 23)2026/08/2443175.0%
委員ちょ (Rank 21)2026/08/24220100.0%
Garuyan (Rank 26)2026/08/231010.0%
富美 (Rank 21)2026/08/2364266.7%
GWO (Rank 24)2026/08/231010.0%
大晨儿vlggo222 (Rank 23)2026/08/1721150.0%
Martin1833 (Rank 25)2026/08/17110100.0%
ら族 (Rank 21)2026/08/17220100.0%
メンディー激似こぞう (Rank 22)2026/07/243030.0%
negitoro999 (Rank 24)2026/07/20110100.0%
Fczz0x (Rank 19)2026/07/20330100.0%
Fuji-Atsuka (Rank 16)2026/07/20110100.0%
しゅうまい (Rank 23)2026/07/2021150.0%
[Garnet]agingcurvedAjeossi (Rank 24)2026/07/1921150.0%
パニガーレ (Rank 25)2026/07/19110100.0%
pkgodhg (Rank 17)2026/07/19220100.0%
かっち (Rank 21)2026/07/19110100.0%
TaKaArAsHi573 (Rank 22)2026/07/1731233.3%
Pharita (Rank 21)2026/07/17440100.0%
dalmax72 (Rank 21)2026/07/17220100.0%
ttfour@サラしかできないw (Rank 23)2026/07/172020.0%
wata-gashi (Rank 11)2026/04/022020.0%
OLest (Rank 2)2026/04/02220100.0%
watabo- (Rank 14)2026/04/0232166.7%
ハンニャ (Rank 2)2026/03/281010.0%

Round openings

Every character

crouch dash back into Karura4P+K125.1%
punchP into kickK104.3%
Sune Kudaki43P93.8%
crouch dash forward into guardG83.4%
crouch dash forward into forward dash73.0%
evade down into guardG52.1%
forward movement into Elbow Butt4P52.1%
crouch into Low Hammer2P41.7%
punchP41.7%
Ni'oudaoshi3K+G31.3%
backdash into Sune Kudaki43P31.3%
crouch into Double Upper3PP31.3%
crouch into Grizzly Hammer1PP31.3%
evade up into Hou'oushu3P31.3%
evade up into crouch dash forward31.3%

125 further openings account for the other 153 rounds.

Goh

Career
164–116 · 58.6%
This season
20 matches · 65.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Karura4P+K1214.8%
Sune Kudaki43P911.1%
punchP into kickK56.2%
crouch dash forward into guardG44.9%
Ni'oudaoshi3K+G33.7%
backdash into Sune Kudaki43P33.7%
Soukyu46P22.5%
backdash into Kyousengeri46K22.5%
crouch dash forward into Jibishou3P+K22.5%
crouch dash forward into forward dash22.5%
crouch into Denkou3PP22.5%
crouch into Sune Kudaki43P22.5%
crouch into guardG22.5%
evade down into guardG22.5%
Sune'uchi2P11.2%

28 further openings account for the other 28 rounds.

Jeffry

Career
26–19 · 57.8%
This season
18 matches · 72.2%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK56.8%
crouch dash forward into forward dash45.5%
crouch into Double Upper3PP34.1%
crouch into Grizzly Hammer1PP34.1%
punchP34.1%
punchP into Stunner Head ButtKPP34.1%
Dash Elbow66P into Dash Elbow Upper66PP22.7%
Knuckle KickPK into Combo Pile BunkerPKP22.7%
crouch into Ducking Low2K+G22.7%
crouch into Low Knuckle2P22.7%
evade down into guardG22.7%
guardG22.7%
guardG into crouch22.7%
kickK into Stunner KnuckleKP22.7%
punchP into Stunner KnuckleKP22.7%

34 further openings account for the other 34 rounds.

Wolf

Career
34–8 · 81.0%
This season
10 matches · 60.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Elbow Butt4P514.7%
crouch into Low Hammer2P411.8%
Elbow Butt4P into punchP25.9%
Low Drop Kick62K25.9%
Low Hammer2P into Screw Lariat63214PP25.9%
Screw Hook63214P into Screw Lariat63214PP25.9%
crouch into Arrow Knuckle3P25.9%
evade up into Regret Discharge33P+K25.9%
Arrow Knuckle3P12.9%
Body Blow6P into Rolling Back Elbow6PP+K12.9%
Comet Hook1P into Knuckle Part1PP12.9%
Death ScytheK+G12.9%
Jab StraightPP into One Two UpperPPP12.9%
Quick Shoulder66P+K12.9%
crouch dash back into Face Lift Kick3K12.9%

6 further openings account for the other 6 rounds.

Aoi

Career
22–14 · 61.1%
This season
7 matches · 57.1%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG311.1%
evade up into Hou'oushu3P311.1%
Koromoguruma66P27.4%
Ouda6P+K into Oushu Hiji'ate6P+KP27.4%
evade up into crouch dash forward27.4%
Kusanagi2K+G13.7%
Raijinha6K into Kumogeri6KK13.7%
Sanseigan66P+K into Ouka66P+KP13.7%
Shinchuzuki (Deflect)236P+K13.7%
crouch dash back into Sou'unha66K13.7%
crouch dash forward into Sodeshinken33P+K13.7%
crouch dash forward into forward dash13.7%
crouch dash forward into throw escape13.7%
crouch into Hou'oushu3P13.7%
evade down into Chudan Hiji'ate6P13.7%

5 further openings account for the other 5 rounds.

Jean

Career
81–24 · 77.1%
This season
5 matches · 60.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitanagi Shutou1P210.0%
Gyaku Seikenzuki66P15.0%
Hizageri4K into Kousenshu4KP15.0%
Kake'uchi46P into Kake'uchi~Maekeri'age46PK15.0%
Nozuchi1P+K15.0%
Sune'ori1K+G15.0%
crouch dash forward into Harai'uke (Deflect)4P+K+G15.0%
crouch dash forward into Tate'enpi~Tenkai Hizageri33PK15.0%
crouch dash forward into Yamakuzushi6K15.0%
crouch into Nozuchi1P+K15.0%
crouch into forward dash15.0%
evade down into Tate'enpi~Tenkai Hizageri33PK15.0%
evade down into evade up15.0%
evade down into guardG15.0%
evade down into punchP15.0%

4 further openings account for the other 4 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Jean: not tested (too few rounds)