VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

AngryBunny

  • Aoi
  • Pai
  • Sarah
  • Lei Fei
  • Lion
Career matches3,116
Career win rate45.7%
Round win rate47.1%
Peak rank27
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1374 #2,783 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

Goh241,42864578345.2%
Pai2756727529248.5%
Lei Fei2550521728843.0%
Lion2544519624944.0%
Aoi24137696850.4%
Sarah2334211361.8%

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

908 of 908 rounds counted

6.0 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.0359451
Aoi5.9353316
Pai6.035979
Sarah6.035840
Lei Fei6.136716
Lion6.53926

By opponent's character

Akira6.1366146
Jacky6.1365130
Brad6.035989
Pai6.036077
Jeffry5.633667
Wolf6.237070
Aoi6.036367
Sarah6.035740
Goh5.935632
Shun5.835031
Jean5.734030
Kage5.331828
Lei Fei5.533226
El Blaze5.734324
Vanessa5.935325
Lion6.036017
Lau6.84109

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

Akira37221559.5%+3.0
Jacky33132039.4%+0.1
Brad21101147.6%+0.6
Pai1913668.4%+17.9
Jeffry1861233.3%-16.7
Wolf1861233.3%-7.9
Aoi178947.1%+0.2
Sarah115645.5%-0.9
Goh96366.7%+20.2
Shun83537.5%+10.4
Jean73442.9%-8.0
Kage74357.1%+9.1
Lei Fei72528.6%-8.7
El Blaze63350.0%+2.3
Vanessa62433.3%-7.0
Lion42250.0%-0.7
Lau3030.0%-60.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Fence30161453.3%+6.1
Octagon29121741.4%-9.6
Rectangle28111739.3%-4.5
Single Wall28121642.9%-1.0
Breakable Full Fence27161159.3%+15.0
Breakable Half Fence23121152.2%+2.1
Half Fence2113861.9%+12.6
Open1951426.3%-21.0
Full Fence104640.0%-8.7
Full Fence and Open95455.6%+15.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13849.3%47.8%+1.5
No walls7742.9%45.9%-3.0

Walls against open: +4.5 points (95% range -10.5 to +19.4), p 0.557 — 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

sakana5106 (Rank 26)2026/09/1931233.3%
Sevengar01 (Rank 22)2026/09/1854180.0%
RX-7FD3S-Type-RS (Rank 25)2026/09/1341325.0%
Fuji-Atsuka (Rank 21)2026/09/11440100.0%
EDO-and-EIN (Rank 21)2026/09/0931233.3%
ちょいそる (Rank 26)2026/09/0931233.3%
mist-333777 (Rank 26)2026/09/0842250.0%
Nachi-doumin-J (Rank 28)2026/08/0442250.0%
yonchi41 (Rank 22)2026/08/0363350.0%
smogh (Rank 21)2026/08/0332166.7%
Shurkn-_-pap03 (Rank 23)2026/08/0251420.0%
ornate_focus5 (Rank 21)2026/07/20440100.0%
cthryu (Rank 21)2026/07/18550100.0%
yujiberra (Rank 21)2026/07/1886275.0%
dalmax72 (Rank 21)2026/07/1684450.0%
suke072st (Rank 19)2026/06/1932166.7%
SakuRa (Rank 21)2026/06/19119281.8%
Chomelungma-GTR (Rank 21)2026/06/165050.0%
Varsity0326 (Rank 28)2026/06/166060.0%
moga_moga24 (Rank 27)2026/06/1631233.3%
handon-san- (Rank 27)2026/06/163030.0%
Hi-VisionZERO (Rank 29)2026/06/1693633.3%
まどか (Rank 21)2026/06/1132166.7%
도룡만쓴다/RSA (Rank 22)2026/06/1151420.0%
yasai (Rank 22)2026/06/1032166.7%

Round openings

Every character

evade down into guardG16017.8%
evade up546.0%
Soukyu46P232.6%
Kyousengeri46K222.4%
evade down into Ni'oudaoshi3K+G202.2%
backdash into guardG182.0%
kickK171.9%
guardG151.7%
crouch into guardG141.6%
Ouda6P+K into Oushu Hiji'ate6P+KP131.4%
guardG into evade down131.4%
crouch into Kusanagi2K+G121.3%
kickK into punchP121.3%
evade down into Soukyu46P111.2%
evade down into throw escape111.2%

233 further openings account for the other 485 rounds.

Counted from 229 of the 231 matches played. The rest were not pulled for openings.

Goh

Career
645–783 · 45.2%
This season
117 matches · 45.3%
Peak rank
24

First hit in 50.8% of 443 rounds. Won 46.7% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 37.3% of rounds, against 18.5% after losing one.
  • Against Jacky: opens with “evade down into G guard” in 30.9% of rounds, against 15.0% against everyone else.

How is this tested?

evade down into guardG8218.5%
evade up245.4%
Soukyu46P235.2%
Kyousengeri46K225.0%
evade down into Ni'oudaoshi3K+G204.5%
kickK163.6%
evade down into Soukyu46P112.5%
evade down into Kyousengeri46K102.3%
backdash into guardG92.0%
crouch into Ni'oudaoshi3K+G92.0%
Karura4P+K81.8%
Hiji'ate6P71.6%
crouch into guardG71.6%
evade down into Batousatsu3KP71.6%
evade down into throw escape71.6%

97 further openings account for the other 181 rounds.

Counted from 115 of the 117 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
Akira8–7 · 53%3–5 · 38%too few to test
Jacky6–4 · 60%4–6 · 40%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.

2 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?

Aoi

Career
69–68 · 50.4%
This season
79 matches · 57.0%
Peak rank
24

First hit in 57.0% of 316 rounds. Won 56.1% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade down into guardG4614.6%
evade up278.5%
Ouda6P+K into Oushu Hiji'ate6P+KP134.1%
crouch into Kusanagi2K+G123.8%
kickK into punchP123.8%
punchP into NirentotsuPP113.5%
guardG103.2%
guardG into Kusanagi2K+G103.2%
backdash into guardG82.5%
evade down into Oushu Hiji'ate6P+KP82.5%
evade up into Kusanagi2K+G72.2%
guardG into evade down72.2%
kickK into Joudan Keri'ate~DatotsuKP72.2%
NirentotsuPP into Nirentotsu OuchuPPP51.6%
Sanseigan66P+K into Ouka66P+KP51.6%

80 further openings account for the other 128 rounds.

Pai

Career
275–292 · 48.5%
This season
20 matches · 20.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG1519.0%
evade down into Senkyaku Chushou3KP56.3%
crouch into guardG45.1%
evade down into Senchutai3K45.1%
evade down into Honshin Soukyaku1K+G33.8%
backdash into Ensei Toukyaku46K22.5%
crouch dash back into Sensaitai2K22.5%
evade down into Danshitsu Senshou6KP22.5%
evade down into Enbikyaku3K+G22.5%
evade down into Renkan Maho Chuken6P+KP22.5%
evade down into Sensaitai2K22.5%
evade down into Souanshou3P+K22.5%
evade down into down, forward punch+kick+guard26P+K+G22.5%
evade down into throw escape22.5%
evade up into Honshin Soukyaku1K+G22.5%

27 further openings account for the other 28 rounds.

Sarah

Career
21–13 · 61.8%
This season
9 matches · 66.7%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG1332.5%
crouch into Low Spin Kick3K+G37.5%
evade up37.5%
evade down into Hide Side Kick (Deflect)P+K25.0%
evade down into Low Spin Kick3K+G25.0%
evade up into guardG25.0%
Forward Slide6P+K+G into Forward JabP12.5%
Jab StraightPP into Flash Piston PunchPPP12.5%
crouch into Quick Knee and Toe Kick6KK12.5%
evade down into Crescent Heel4K+G12.5%
evade down into Double Joint Butt6PK12.5%
evade down into Jackknife Middle Kick3KK12.5%
evade down into Leg Slicer2K+G12.5%
evade down into Quick Knee6K12.5%
evade down into Serpent Smash Cannon2P+KK12.5%

6 further openings account for the other 6 rounds.

Lei Fei

Career
217–288 · 43.0%
This season
4 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sayu ShoukenPP into Renkan MahosuiPPP318.8%
evade down into guardG318.8%
Dantai4K16.2%
Hai Shiki2P+K+G into SenshippoP+K16.2%
Katoken3P+K16.2%
Nehan Shiki1P+K+G into Honshin KouryoukyakuK16.2%
backdash into Kaisei Tento1P+K16.2%
evade down into Chutenhou3P16.2%
evade down into Rigoutai6K16.2%
evade up into Kaisei Tento1P+K16.2%
guardG16.2%
guardG into evade up16.2%

Lion

Career
196–249 · 44.0%
This season
2 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into punchP116.7%
crouch into Kishitsu Kasensou43P116.7%
crouch into guardG116.7%
evade down into Sen'inshou3P116.7%
evade down into guardG116.7%
guardG into Kishitsu Kasensou43P116.7%

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 (27 here; about 1.4 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: 2 of 15 tests hold up
  • Aoi: 0 of 12 tests hold up
  • Pai: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Lion: not tested (too few rounds)