VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

ROAR

  • Jacky
  • Pai
  • Wolf
  • Lion
  • Kage
  • Akira
Career matches2,440
Career win rate69.7%
Round win rate57.4%
Peak rank34
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1793 #401 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

Goh3452833918964.2%
Pai3341328812569.7%
Kage3440227912369.4%
Akira312982039568.1%
Lion322812067573.3%
Wolf301661244274.7%
Jean—121913075.2%
Jacky31120883273.3%
Sarah—76562073.7%
Vanessa—3527877.1%

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

168 of 514 rounds counted

9.5 inputs a second (568 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh9.758086
Lion8.953640
Kage9.254925
Akira10.260917

By opponent's character

Sarah9.657833
Lei Fei8.349715
Lau9.15478
Jacky9.758224
Wolf9.355619
Aoi10.16077
Pai9.05399
Dural9.054015
Jean10.361713
Jeffry10.56287
Lion9.859013
Goh9.65745

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

Sarah2315865.2%+6.8
Lei Fei2216672.7%+4.4
Akira1510566.7%+14.4
Lau1311284.6%+6.3
Shun116554.5%-5.9
Jacky82625.0%-42.6
Wolf8080.0%-31.4
Aoi73442.9%+3.6
Pai770100.0%+19.9
Brad43175.0%-3.9
Dural440100.0%+16.9
Jean32166.7%+3.2
Jeffry330100.0%+18.7
Lion3030.0%-68.2
Vanessa220100.0%+13.9
Goh110100.0%+42.3

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 Fence1912763.2%+7.4
Octagon1816288.9%+14.9
Single Wall179852.9%-4.9
Full Fence169756.2%-3.1
Half Fence148657.1%-11.0
Rectangle148657.1%-4.0
Breakable Half Fence1311284.6%+16.1
Open87187.5%+10.9
Breakable Full Fence41325.0%-43.8
Full Fence and Open41325.0%-22.9

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
Walls7967.1%66.9%+0.2
No walls4463.6%60.7%+3.0

Walls against open: -2.7 points (95% range -21.7 to +16.2), p 0.779 — 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

Cerapter (Rank 23)2026/06/03220100.0%
Lorcan (Rank 32)2026/06/03220100.0%
Rayne (Rank 42)2026/06/033030.0%
Taro_Pietro (Rank 32)2026/05/31660100.0%
Ame33 (Rank 25)2026/05/31440100.0%
Juste (Rank 24)2026/05/31220100.0%
Citywolf (Rank 27)2026/05/31440100.0%
natsoutw (Rank 44)2026/05/3092722.2%
MisterVFDC (Rank 41)2026/05/284040.0%
joyKiller (Rank 29)2026/05/2821150.0%
Akumasama (Rank 32)2026/05/28220100.0%
CoolerTails (Rank 33)2026/05/2841325.0%
Kingheim (Rank 36)2026/05/2641325.0%
eisenbuegelhammer (Rank 32)2026/05/2632166.7%
jubbjubb767(EUarea) (Rank 33)2026/05/152020.0%
ROZZ (Rank 25)2026/05/15220100.0%
kila_kam (Rank 39)2026/05/12113827.3%
EBRAD (Rank 29)2026/05/1021150.0%
brogasaurusrex (Rank 34)2026/05/10106460.0%
NantoSeiken (Rank 27)2026/05/1065183.3%
{*D.S*}gizmo_kingo (Rank 45)2026/04/2551420.0%
Dr.Luckyshot (Rank 28)2026/04/242519676.0%
Kamille★心意把晶 (Rank 45)2026/04/2232166.7%
speedymat (Rank 26)2026/04/22220100.0%
getmequick (Rank 24)2026/04/22550100.0%

Round openings

Every character

crouch dash forward into guardG13225.7%
crouch dash forward into evade down448.6%
evade down into guardG428.2%
backdash into evade down203.9%
crouch dash forward into forward dash173.3%
crouch dash forward into punchP142.7%
evade down into forward dash91.8%
Middle Smash6P71.4%
crouch dash back into evade up71.4%
crouch dash back into guardG71.4%
crouch dash forward into throw escape61.2%
evade down into punchP61.2%
forward dash into Jouho Touken6P61.2%
backdash into evade up51.0%
crouch dash back into evade down51.0%

131 further openings account for the other 187 rounds.

Jacky

Career
88–32 · 73.3%
This season
55 matches · 65.5%
Peak rank
31

First hit in 53.7% of 205 rounds. Won 64.5% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG5124.8%
crouch dash forward into evade down199.2%
evade down into guardG178.2%
backdash into evade down125.8%
crouch dash forward into forward dash94.4%
Middle Smash6P73.4%
crouch dash forward into punchP41.9%
evade down into forward dash41.9%
Dash Hammer Kick66K31.5%
Jab StraightPP into Jab Double StraightPPP31.5%
backdash into punchP31.5%
crouch dash back into evade up31.5%
crouch dash back into guardG31.5%
crouch dash forward into Squat Straight2P31.5%
crouch dash forward into throwP+G31.5%

53 further openings account for the other 62 rounds.

Pai

Career
288–125 · 69.7%
This season
23 matches · 52.2%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG2526.6%
evade down into guardG1111.7%
crouch dash forward into evade down99.6%
crouch dash back into guardG44.3%
backdash into Honrakukyaku46K+G33.2%
backdash into evade down33.2%
evade down into punchP33.2%
guardG into Souanshou3P+K33.2%
guardG into evade down33.2%
crouch dash back into Honrakukyaku46K+G22.1%
crouch dash forward into punchP22.1%
crouch dash forward into throwP+G22.1%
kickK22.1%
Enbikyaku3K+G11.1%
Ensei KatanhekiP+K11.1%

20 further openings account for the other 20 rounds.

Goh

Career
339–189 · 64.2%
This season
23 matches · 69.6%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG2427.9%
evade down into guardG67.0%
evade down into forward dash44.7%
forward dash into Soukyu46P44.7%
backdash into evade up33.5%
crouch dash back into evade up33.5%
crouch dash forward into forward dash33.5%
Soukyu46P into forward dash22.3%
backdash into Soukyu46P22.3%
backdash into evade down22.3%
crouch dash forward into Sune'uchi2P22.3%
crouch dash forward into punchP22.3%
crouch dash forward into throw escape22.3%
forward dash into Hiji'ate6P22.3%
Garyu66K11.2%

24 further openings account for the other 24 rounds.

Wolf

Career
124–42 · 74.7%
This season
12 matches · 83.3%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down919.6%
crouch dash forward into guardG919.6%
Elbow Butt4P36.5%
Quick Shoulder66P+K36.5%
Savate4K36.5%
Elbow Butt4P into forward dash24.3%
Arrow Knuckle3P12.2%
Elbow Butt4P into backdash12.2%
Gasp Kneel Palm Bomb6P+K12.2%
Rolling Savate6K+G into guardG12.2%
backdash into Savate4K12.2%
backdash into evade down12.2%
crouch dash back into backward movement12.2%
crouch dash forward into Knee Lift6K12.2%
crouch dash forward into Regret Discharge33P+K12.2%

8 further openings account for the other 8 rounds.

Lion

Career
206–75 · 73.3%
This season
10 matches · 50.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG1537.5%
evade down into guardG512.5%
crouch dash forward into evade down410.0%
crouch dash forward into punchP410.0%
crouch dash forward into forward dash25.0%
backdash into Touku Rigou Bantaitetsu46K+G12.5%
backdash into evade down12.5%
crouch dash back into Sentai4K12.5%
crouch dash back into Souji SenpuP+K12.5%
crouch dash forward into Fujinkyaku66K12.5%
crouch dash forward into RensuitaiPK12.5%
evade down into Katousui2P12.5%
kickK12.5%
punchP12.5%
punchP into Kousoutai2K+G12.5%

Kage

Career
279–123 · 69.4%
This season
7 matches · 57.1%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG832.0%
crouch dash back into Furikakato OtoshiK+G312.0%
backdash into Furikakato OtoshiK+G28.0%
crouch dash forward into Jizuridan2P28.0%
crouch dash forward into evade down28.0%
evade down into guardG28.0%
crouch dash forward into Hiji'uchi6P14.0%
crouch dash forward into forward dash14.0%
crouch dash forward into punchP14.0%
evade down into Furikakato OtoshiK+G14.0%
evade down into forward dash14.0%
evade down into punchP14.0%

Akira

Career
203–95 · 68.1%
This season
4 matches · 50.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Jouho Touken6P635.3%
Jouho Senshou46P into forward dash15.9%
Rimon Chouchu66P into forward movement15.9%
backdash into evade down15.9%
crouch dash back into evade down15.9%
crouch dash forward into Jouho Touken6P15.9%
crouch dash forward into evade up15.9%
crouch dash forward into punchP15.9%
evade down into evade up15.9%
forward dash into Jouho Senshou46P15.9%
forward dash into evade down15.9%
forward dash into forward movement15.9%

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

  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)