VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Goh

Sun-sin

  • Vanessa
  • Taka
  • Jacky
  • Shun
  • Jeffry
  • Pai
  • Kage
Career matches2,046
Career win rate32.8%
Round win rate41.7%
Peak rank23
Distinct opponents169
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1088 #3,605 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

Goh2188525662928.9%
Eileen—46915931033.9%
Taka231957212336.9%
Vanessa221595310633.3%
Jacky21118417734.8%
Shun19116417535.3%
Jeffry2181404149.4%
Pai162171433.3%
Kage1621150.0%

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

1,191 of 1,505 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.1428447
Goh7.4444290
Taka7.545025
Jacky7.4443163
Shun7.8467135
Jeffry7.041976
Pai7.645747
Kage7.94728

By opponent's character

Akira7.1424187
Sarah7.5448129
Jeffry7.3436120
Aoi7.444494
Jacky7.142987
Lei Fei7.545156
Goh7.444263
Lau7.344067
Shun7.243250
Vanessa7.746330
Lion7.545156
Pai7.444456
Wolf7.746233
Brad7.544831
Eileen6.639828
Kage7.645431
Jean8.249032
El Blaze7.042330
Taka7.444411

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

Akira61273444.3%+17.6
Sarah38221657.9%+21.3
Jeffry3362718.2%-19.2
Aoi25101540.0%+0.7
Jacky2481633.3%-5.4
Lei Fei2161528.6%-5.0
Goh2041620.0%-12.3
Lau1951426.3%-14.2
Shun1821611.1%-27.4
Vanessa1811761.1%+25.1
Lion1651131.2%-9.4
Pai1661037.5%+2.9
Wolf131127.7%-19.8
Brad112918.2%-16.4
Eileen115645.5%+8.0
Kage107370.0%+39.9
Jean8080.0%-43.0
El Blaze74357.1%+21.9
Dural51420.0%-7.9
Taka31233.3%-12.2

1 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Single Wall47192840.4%+11.1
Open45103522.2%-16.3
Breakable Full Fence43241955.8%+20.1
Low Fence42113126.2%-5.8
Half Fence40103025.0%-8.7
Rectangle39122730.8%-7.5
Breakable Half Fence31131841.9%+4.3
Octagon2591636.0%-1.3
Full Fence2271531.8%-3.6
Full Fence and Open22101245.5%+10.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20037.5%36.4%+1.1
No walls13429.9%32.9%-3.0

Walls against open: +4.1 points (95% range -7.2 to +15.4), p 0.477 — 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

neco (Rank 22)2026/10/144040.0%
廿撚二 (Rank 21)2026/10/1361516.7%
T0_MoA_Ki227 (Rank 21)2026/10/1373442.9%
b.bananacnn2 (Rank 22)2026/10/1341325.0%
マオ (Rank 17)2026/10/0742250.0%
thatamaru (Rank 17)2026/09/096060.0%
ぽんずちゃん・ω・) (Rank 19)2026/08/3153260.0%
パパ (Rank 26)2026/08/314040.0%
とおる (Rank 16)2026/08/31440100.0%
你是来拉屎的吗 (Rank 21)2026/08/3182625.0%
soreagle (Rank 21)2026/08/3063350.0%
下汁 (Rank 24)2026/08/2951420.0%
dalmax72 (Rank 21)2026/08/2964266.7%
GOGO_Yasuo (Rank 18)2026/08/294040.0%
j-kubo55 (Rank 16)2026/07/2942250.0%
ryu2811 (Rank 24)2026/07/2273442.9%
エルポー$ (Rank 17)2026/06/244040.0%
jytgfr46nkdeqadc (Rank 22)2026/05/273030.0%
O.J.A (Rank 22)2026/05/2573442.9%
omuretukun (Rank 23)2026/05/1741325.0%
6132da (Rank 22)2026/05/1762433.3%
咦?還有高手!! (Rank 22)2026/04/2651420.0%
-2.2°c (Rank 13)2026/04/04440100.0%
EZSD (Rank 17)2026/04/0451420.0%
jc88_earth (Rank 21)2026/03/2642250.0%

Round openings

Every character

Soukyu46P755.5%
crouch dash back into evade down513.8%
kickK473.5%
backdash into Soukyu46P453.3%
Defensive Style: kick433.2%
Defensive Style: kick into Switch Left SlicerKK372.7%
backdash into kickK312.3%
Offensive Style: backdash into Bunker Buster9P251.8%
crouch dash back into kickK241.8%
backdash into Mageryu46P211.5%
Defensive Style: backdash into evade up201.5%
backdash191.4%
Knee Push4K into Knee Push Wild Hook4KP151.1%
backdash into backward movement151.1%
Kyousengeri46K141.0%

402 further openings account for the other 879 rounds.

Counted from 340 of the 377 matches played. The rest were not pulled for openings.

Vanessa

Career
53–106 · 33.3%
This season
113 matches · 37.2%
Peak rank
22

First hit in 32.0% of 447 rounds. Won 44.1% of the rounds they struck first, 41.8% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: backs off first in 54.0% of rounds, against 37.7% after anything else.
  • After losing a round: attacks straight away in 59.7% of rounds, against 37.2% after winning one.

How is this tested?

Defensive Style: kick439.6%
Defensive Style: kick into Switch Left SlicerKK378.3%
Offensive Style: backdash into Bunker Buster9P255.6%
Defensive Style: backdash into evade up204.5%
Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK122.7%
Offensive Style: backdash into evade up122.7%
Defensive Style: Back Charge Kick112.5%
Defensive Style: backdash into kickK112.5%
Offensive Style: kick102.2%
Defensive Style: backdash into Stinger Low Blow1P+K92.0%
Offensive Style: backdash92.0%
Offensive Style: backdash into HAWK Strike9K92.0%
Defensive Style: backdash71.6%
Offensive Style: punch61.3%
Defensive Style: Back Knuckle into Back Knuckle High6PK51.1%

128 further openings account for the other 221 rounds.

Goh

Career
256–629 · 28.9%
This season
97 matches · 38.1%
Peak rank
21

First hit in 49.1% of 393 rounds. Won 45.1% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 54.2% of rounds, against 32.2% after anything else.
  • After losing a round: attacks straight away in 53.8% of rounds, against 26.8% after winning one.
  • When behind: attacks straight away in 56.3% of rounds, against 30.3% when ahead or level.

How is this tested?

Soukyu46P7519.0%
backdash into Soukyu46P4511.4%
crouch dash back into evade down164.0%
crouch dash back into kickK153.8%
Kyousengeri46K143.5%
kickK133.3%
backdash into Kyousengeri46K123.0%
Maegeri3K into Batousatsu3KP112.8%
backdash82.0%
Hiji'ate6P71.8%
backdash into kickK71.8%
backward movement into Hiji'ate6P71.8%
backdash into Batousatsu3KP61.5%
Garyu66K into Tsukikage6K51.3%
Soukyu46P into punchP51.3%

92 further openings account for the other 149 rounds.

Taka

Career
72–123 · 36.9%
This season
58 matches · 32.8%
Peak rank
23

First hit in 60.9% of 233 rounds. Won 42.2% of the rounds they struck first, 39.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK3414.6%
crouch dash back into evade down2711.6%
backdash into kickK229.4%
backdash into Mageryu46P219.0%
Mageryu46P104.3%
crouch dash back into kickK62.6%
crouch dash back into evade up52.1%
backdash into guardG41.7%
crouch dash back into backdash41.7%
Hiji'ate6P31.3%
Mawashi Harite44P into Yoko Harite4P31.3%
backdash into Gozougeri4K31.3%
backdash into Shita Harite2P31.3%
backdash into evade up31.3%
backward movement into Hiji'ate6P31.3%

63 further openings account for the other 82 rounds.

Shun

Career
41–75 · 35.3%
This season
33 matches · 24.2%
Peak rank
19

First hit in 57.8% of 135 rounds. Won 41.0% of the rounds they struck first, 28.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kasen Chugeki6P into Kasen Zenbokushou6PP128.9%
Gyou'in Haishu3P118.2%
backdash into Gyou'in Haishu3P107.4%
backdash into Rengeki Gakushu46PPP75.2%
backdash into Getsuga Gakushu46P64.4%
backdash into backward movement64.4%
backdash53.7%
punchP into RengekiPP53.7%
Shinho Suikoushu43P+K into Gyou'in Haishu3P43.0%
backdash into Chubu Soutenkyaku66K43.0%
backdash into Shinho Suikoushu43P+K43.0%
backdash into evade down43.0%
backdash into punchP43.0%
crouch dash back into evade down43.0%
no input43.0%

40 further openings account for the other 45 rounds.

Jeffry

Career
40–41 · 49.4%
This season
19 matches · 36.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP1519.7%
Overblow Shoulder66P+K56.6%
Dash Elbow66P into Dash Elbow Upper66PP45.3%
backdash into Double Hammer Down43P45.3%
Heavy Back Knuckle4P into Stomach Destroyer4PK34.0%
backdash into Rising Hammer43PP34.0%
crouch dash back into evade down34.0%
Double Hammer Down43P into Rising Hammer43PP22.6%
Elbow Butt6P22.6%
Side Kick3K22.6%
backdash into evade up22.6%
crouch dash back into kickK22.6%
forward dash into Knee Push Wild Hook4KP22.6%
Elbow Butt6P into Elbow Hammer6PP11.3%
Kenka Hook46P into punchP11.3%

25 further openings account for the other 25 rounds.

Pai

Career
7–14 · 33.3%
This season
13 matches · 30.8%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Soukasui3P48.5%
backdash36.4%
Senchutai3K into Senkyaku Chushou3KP24.3%
Souka Rensui3PP into Souka Raigekishou3PPP24.3%
backdash into Ensei Toukyaku46K24.3%
backdash into Hi'en Rekkyaku9KK24.3%
backdash into Kochoukyaku4K+G24.3%
backdash into Rikensui1P24.3%
backdash into Senchutai3K24.3%
backdash into backward movement24.3%
Danshitsu6K into Danshitsu Senshou6KP12.1%
Danshitsu6K into Hi'en Rekkyaku9KK12.1%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK12.1%
Kochoukyaku4K+G12.1%
Senchutai3K into Souanshou3P+K12.1%

19 further openings account for the other 19 rounds.

Jacky

Career
41–77 · 34.8%
This season
42 matches · 35.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G315.0%
Middle Smash6P into Middle Smash Back Knuckle6PP210.0%
backdash into Dash Hammer Kick66K210.0%
backdash into Smash Straight Jab3PP210.0%
Middle Smash6P15.0%
Slide Shuffle (Deflect)4P+K+G into evade down15.0%
Spinning Back Knuckle4P into Double Back Knuckle4PP15.0%
backdash into Middle Kick3K15.0%
backdash into Slant Back Knuckle1P15.0%
backdash into Slide Shuffle (Deflect)4P+K+G15.0%
backdash into evade up15.0%
backdash into kickK15.0%
backward movement into evade down15.0%
crouch dash back into High Angle Upper Kick6K15.0%
forward movement into Middle Kick3K15.0%

Counted from 5 of the 42 matches played. The rest were not pulled for openings.

Kage

Career
1–1 · 50.0%
This season
2 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Nakageri3K into Nirenkyaku3KK225.0%
Kodachinuki4K into Rasen Urageri4PK112.5%
Rasen4P into Rasen Urageri4PK112.5%
Sokudan1P into punchP112.5%
crouch into Nirenkyaku3KK112.5%
crouch into Surigeri2K112.5%
evade up into evade down112.5%

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 (29 here; about 1.5 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: 2 of 14 tests hold up
  • Goh: 3 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Kage: not tested (too few rounds)