VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

hatarakiman3

  • Jacky
  • Pai
Career matches1,759
Career win rate48.7%
Round win rate51.0%
Peak rank27
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1416 #2,563 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

Goh2576336839548.2%
Jacky2769934835149.8%
Pai2529714015747.1%

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

277 of 504 rounds counted

6.4 inputs a second (382 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.539249
Pai6.3379209
Goh6.639419

By opponent's character

Akira6.841056
Aoi6.740116
Wolf6.840922
Sarah6.136828
Jacky6.03598
Shun6.237215
El Blaze6.036114
Brad6.338121
Jean6.136527
Lau6.53936
Lei Fei6.035918
Lion6.338116
Jeffry6.23724
Pai6.13645
Vanessa6.33818
Dural5.13095
Goh7.14283
Kage6.43825

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

Akira2181338.1%-15.8
Aoi167943.8%-5.9
Wolf135838.5%-12.8
Sarah116554.5%+12.0
Jacky96366.7%+18.1
Shun85362.5%+25.3
El Blaze73442.9%-9.0
Brad63350.0%+4.1
Jean64266.7%-2.4
Lau42250.0%-9.1
Lei Fei41325.0%-23.8
Lion42250.0%+4.0
Jeffry32166.7%+31.8
Pai330100.0%+53.1
Vanessa31233.3%-22.7
Eileen220100.0%+31.5
Dural1010.0%-39.9
Goh110100.0%+56.3
Kage1010.0%-51.8

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

Rectangle24131154.2%+6.5
Half Fence1812666.7%+20.7
Open148657.1%+3.9
Octagon127558.3%-1.4
Low Fence114736.4%-10.7
Full Fence104640.0%-8.7
Single Wall106460.0%+6.8
Breakable Full Fence71614.3%-35.8
Breakable Half Fence51420.0%-22.6
Full Fence and Open51420.0%-23.2

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
Walls7650.0%49.9%+0.1
No walls3551.4%51.3%+0.1

Walls against open: -0.1 points (95% range -20.3 to +20.2), p 0.996 — 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

Gun-Interceptor (Rank 27)2026/08/21220100.0%
allgonnaworkout (Rank 27)2026/07/2031233.3%
ズサ齋藤 (Rank 23)2026/06/2132166.7%
ねこ吉 (Rank 23)2026/06/1821150.0%
SouzaTheo (Rank 23)2026/06/1432166.7%
meine (Rank 26)2026/06/1432166.7%
ILAYZA (Rank 21)2026/06/1064266.7%
M&E (Rank 23)2026/06/104040.0%
yasai (Rank 22)2026/06/1031233.3%
nekota (Rank 24)2026/06/0454180.0%
shinkita (Rank 22)2026/06/0321150.0%
a39611619 (Rank 21)2026/05/3131233.3%
satola_jpn (Rank 23)2026/05/3131233.3%
dalmax72 (Rank 23)2026/05/3175271.4%
potimaru1059 (Rank 23)2026/05/3131233.3%
manman (Rank 26)2026/05/1741325.0%
マクシミリアン15世 (Rank 32)2026/05/172020.0%
μ (Rank 25)2026/05/16220100.0%
aona (Rank 30)2026/05/162020.0%
ギンブチ影 (Rank 29)2026/05/1531233.3%
§Ryu~k§ (Rank 29)2026/05/142020.0%
threedaysgrace (Rank 22)2026/05/0521150.0%
Toragoto (Rank 22)2026/04/142020.0%
SUN (Rank 21)2026/04/14220100.0%
katane3415 (Rank 21)2026/04/1432166.7%

Round openings

Every character

Dash Hammer Kick66K6412.7%
backdash into Middle Spin Kick46K+G295.8%
backdash into guardG224.4%
forward dash into High Angle Upper Kick6K204.0%
guardG153.0%
forward dash into guardG132.6%
High Angle Upper Kick6K122.4%
Sensaitai2K into Renka Sentai2KK102.0%
Ensei Haikyaku4K into Renka Sentai2KK91.8%
backdash into Spinning Arm Kick4PK91.8%
forward dash into throw escape91.8%
Ensei Haijinkyaku7K+G into evade up81.6%
Ensei Haijinkyaku7K+G71.4%
Soukasui3P into Souka Senpukyaku3PK71.4%
Ensei Haijinkyaku7K+G into guardG61.2%

145 further openings account for the other 264 rounds.

Jacky

Career
348–351 · 49.8%
This season
69 matches · 52.2%
Peak rank
27

First hit in 48.5% of 276 rounds. Won 57.5% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K6423.2%
backdash into Middle Spin Kick46K+G2910.5%
forward dash into High Angle Upper Kick6K207.2%
High Angle Upper Kick6K124.3%
backdash into Spinning Arm Kick4PK93.3%
forward dash into guardG82.9%
forward dash into throw escape72.5%
guardG72.5%
Low Spin Kick1K+G into guardG62.2%
backdash into Spin Heel Sword4K+G62.2%
backdash into guardG62.2%
Low Spin Kick1K+G51.8%
Spinning Kick Turn44K51.8%
crouch into Low Spin Kick1K+G51.8%
Middle Spin Kick46K+G41.4%

55 further openings account for the other 83 rounds.

Pai

Career
140–157 · 47.1%
This season
49 matches · 46.9%
Peak rank
25

First hit in 49.8% of 209 rounds. Won 47.1% of the rounds they struck first, 55.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG146.7%
Sensaitai2K into Renka Sentai2KK104.8%
Ensei Haikyaku4K into Renka Sentai2KK94.3%
Ensei Haijinkyaku7K+G into evade up83.8%
Ensei Haijinkyaku7K+G73.4%
Soukasui3P into Souka Senpukyaku3PK73.4%
guardG73.4%
Ensei Haijinkyaku7K+G into guardG62.9%
down-back kick1K into kickK62.9%
Souka Rensui3PP into Souka Raigekishou3PPP52.4%
forward dash into guardG52.4%
Ensei Haikyaku4K into Hansenpu44K41.9%
backdash into Enbikyaku3K+G41.9%
backdash into Honrakukyaku46K+G41.9%
backdash into Rikensui1P41.9%

76 further openings account for the other 109 rounds.

Goh

Career
368–395 · 48.2%
This season
5 matches · 40.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Shouzuka Okuri1P+K315.8%
backdash into guardG210.5%
guardG into throw escape210.5%
Kyousengeri46K15.3%
Soukyu46P15.3%
Soukyu46P into guardG15.3%
backdash into Aragami4K15.3%
backdash into Muchi'uchigeri4K+G15.3%
backdash into Ni'oudaoshi3K+G15.3%
backdash into Soukyu46P15.3%
backdash into Sune Kudaki43P15.3%
evade down into throw escape15.3%
forward dash into throw escape15.3%
guardG15.3%
guardG into Ni'oudaoshi3K+G15.3%

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)