VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

mi-na_1112

  • Lau
  • Akira
Career matches2,912
Career win rate51.2%
Round win rate49.4%
Peak rank34
Distinct opponents130
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1752 #559 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

Goh342,8041,4291,37551.0%
Lau28103614259.2%
Akira2651420.0%

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

1,552 of 2,049 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.44431,445
Lau7.9475103
Akira7.74644

By opponent's character

Jean7.4443190
Akira7.3438150
Jeffry7.2434155
Jacky7.4445192
Goh7.1424121
Lion8.048188
Lau7.7464123
Lei Fei7.444556
Aoi7.243064
Sarah7.343854
Vanessa6.941622
Shun7.746370
Wolf7.746255
Kage7.544849
El Blaze7.444631
Brad7.545224
Eileen7.042152
Pai7.947637
Taka7.444619

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

Jean59293049.1%-0.5
Akira55381769.1%+16.5
Jeffry52223042.3%-4.5
Jacky51222943.1%-11.1
Goh34181652.9%+8.4
Lion34161847.1%+2.5
Lau33151845.5%-1.5
Lei Fei2791833.3%-20.6
Aoi20101050.0%-3.3
Sarah20101050.0%+3.5
Vanessa2012860.0%-2.4
Shun1991047.4%+3.0
Wolf169756.2%+9.6
Kage157846.7%-1.7
El Blaze148657.1%+5.0
Brad126650.0%+1.4
Eileen125741.7%-10.6
Pai106460.0%+7.7
Taka63350.0%-1.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Fence76364047.4%+0.0
Full Fence65273841.5%-10.0
Breakable Half Fence56263046.4%-4.9
Breakable Full Fence54203437.0%-10.5
Half Fence51272452.9%+3.8
Single Wall48291960.4%+10.9
Octagon40231757.5%+5.1
Open40221855.0%+6.4
Rectangle30141646.7%-5.8
Full Fence and Open2618869.2%+18.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls29646.3%50.1%-3.8
No walls16453.0%48.7%+4.3

Walls against open: -8.1 points (95% range -17.7 to +1.5), p 0.097 — 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

nanami.madogiwa (Rank 32)2026/10/1476185.7%
★闘将拉麵男★ (Rank 33)2026/10/14105550.0%
ヘニオ (Rank 35)2026/10/14107370.0%
てーらい (Rank 34)2026/10/141331023.1%
fwnd1396 (Rank 34)2026/10/0895455.6%
五寸釘くん (Rank 34)2026/10/081881044.4%
やまだ.com (Rank 36)2026/09/1883537.5%
lapislazuli (Rank 36)2026/09/17126650.0%
小名浜DC (Rank 35)2026/09/1676185.7%
おむすび山▲かずkaz_kcj (Rank 36)2026/09/0285362.5%
ぶーん (Rank 32)2026/09/0283537.5%
hikabun (Rank 34)2026/07/2983537.5%
maripon (Rank 31)2026/07/29103730.0%
ちょいそる (Rank 31)2026/07/2996366.7%
漂泊の民回線ジプシー (Rank 35)2026/07/24115645.5%
Gun-Interceptor (Rank 27)2026/07/2474357.1%
グランドおじいちゃん (Rank 32)2026/07/22104640.0%
orz (Rank 26)2026/07/17149564.3%
会長さん (Rank 36)2026/07/1572528.6%
寿司眼鉄 (Rank 35)2026/07/101331023.1%
ジークリオン (Rank 35)2026/07/03101910.0%
なめ (Rank 34)2026/06/25125741.7%
アドリブ使い (Rank 34)2026/06/1985362.5%
たあぼさん (Rank 34)2026/06/1083537.5%
Toragoto (Rank 29)2026/04/1564266.7%

Round openings

Every character

forward movement into punchP27014.0%
backdash into Karura4P+K1135.8%
crouch dash forward into Jibishou3P+K633.3%
forward dash into throwP+G583.0%
backdash482.5%
backdash into Soukyu46P482.5%
crouch dash forward into guardG462.4%
evade down into crouch dash forward452.3%
evade down into evade up442.3%
evade up into forward dash402.1%
evade up into throwP+G402.1%
crouch into Sune'uchi2P392.0%
crouch dash forward into evade down331.7%
evade up into backdash311.6%
backdash into guardG301.6%

235 further openings account for the other 982 rounds.

Counted from 475 of the 509 matches played. The rest were not pulled for openings.

Goh

Career
1,429–1,375 · 51.0%
This season
483 matches · 49.1%
Peak rank
34

First hit in 46.9% of 1,808 rounds. Won 52.5% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 16.3% of rounds, against 7.3% in their other rounds.
  • Against Lei Fei: backs off first in 45.1% of rounds, against 19.9% against everyone else.
  • After opening the round before by waiting: waits first in 15.3% of rounds, against 6.3% after anything else.
  • After losing a round: backs off first in 28.4% of rounds, against 16.8% after winning one.
  • In round 4 or later: opens with “forward movement into P punch” in 17.0% of rounds, against 12.9% in their other rounds.
  • Against Jean: opens with “forward movement into P punch” in 25.2% of rounds, against 12.6% against everyone else.
  • After losing a round: opens with “backdash into 4P+K Karura” in 10.4% of rounds, against 3.5% after winning one.

How is this tested?

forward movement into punchP25514.0%
backdash into Karura4P+K1136.2%
crouch dash forward into Jibishou3P+K633.5%
forward dash into throwP+G583.2%
backdash into Soukyu46P482.6%
backdash462.5%
evade down into crouch dash forward402.2%
crouch into Sune'uchi2P392.1%
evade down into evade up392.1%
evade up into throwP+G392.1%
crouch dash forward into guardG382.1%
evade up into forward dash382.1%
crouch dash forward into evade down311.7%
evade up into backdash311.7%
backdash into evade up281.5%

210 further openings account for the other 917 rounds.

Counted from 449 of the 483 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
Jean19–22 · 46%3–5 · 38%too few to test
Akira20–12 · 62%10–5 · 67%too few to test
Jeffry13–18 · 42%4–7 · 36%too few to test
Jacky11–13 · 46%5–8 · 38%too few to test
Goh10–11 · 48%6–4 · 60%too few to test
Lion6–8 · 43%4–7 · 36%too few to test
Lau6–15 · 29%5–1 · 83%too few to test
Aoi4–3 · 57%4–5 · 44%too few to test
Lei Fei4–7 · 36%1–5 · 17%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.

34 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?

Lau

Career
61–42 · 59.2%
This season
25 matches · 68.0%
Peak rank
28

First hit in 48.5% of 103 rounds. Won 72.0% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1413.6%
crouch dash forward into guardG87.8%
crouch into Souchuken2P76.8%
backdash into guardG54.8%
evade down into crouch dash forward54.8%
evade down into evade up43.9%
backdash into Chugeki6P32.9%
crouch dash forward into kickK32.9%
Chugeki6P into Hou'ou Soushou6PP21.9%
RenshouPP into Renkanshou3PPP21.9%
Rouko Tankai6P+K into Rouko Tekiga6P+KP+K21.9%
backdash21.9%
backdash into Honshin Hekiken1P+K21.9%
backdash into Kensou4P21.9%
backdash into Sako Soushou4P+K21.9%

35 further openings account for the other 40 rounds.

Akira

Career
1–4 · 20.0%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P125.0%
evade down into evade up125.0%
forward movement into punchP125.0%
guardG into Souka Housui3P+K125.0%

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: 7 of 16 tests hold up
  • Lau: not tested (too few rounds)
  • Akira: not tested (too few rounds)