VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

Journie(つ⊙︿⊙)つ

  • Jeffry
  • Kage
  • Akira
  • Wolf
Career matches5,894
Career win rate52.4%
Round win rate45.8%
Peak rank28
Distinct opponents7
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1520 Not ranked yet: the list needs 50 matches. See 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

Goh281,63883180750.7%
Kage281,59083575552.5%
Wolf2876940736252.9%
Jeffry2873239533754.0%
Brad—62833829053.8%
Akira2653728425352.9%

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

49 of 59 rounds counted

6.0 inputs a second (358 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry5.633514
Goh5.83465
Kage6.136711
Akira6.337910
Wolf6.03639

By opponent's character

Akira5.532811
Lau6.136711
Jacky6.03639
Lion6.337910
Kage5.83465
Wolf6.33793

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

Akira31233.3%-8.9
Lau31233.3%-8.9
Brad220100.0%+69.6
Jacky2020.0%-24.9
Lion2020.0%-27.0
Kage1010.0%-65.2
Wolf110100.0%+77.9

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

Single Wall51420.0%-21.0
Half Fence31233.3%-8.9
Breakable Half Fence220100.0%+69.6
Octagon2020.0%-24.9
Full Fence1010.0%-65.2
Low Fence110100.0%+77.9

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
Walls837.5%38.1%-0.6
No walls633.3%32.5%+0.8

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

「サコPー>サコP」 (Rank 26)2026/09/1131233.3%
BeavisAndButt-Head69 (Rank 29)2026/07/22110100.0%
CatOnPocket.Wired.NAT1 (Rank 26)2026/07/2131233.3%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 28)2026/07/062020.0%
KhanJude (Rank 22)2026/06/211010.0%
ps-splitsecond (Rank 31)2026/06/182020.0%
orz (Rank 26)2026/04/12220100.0%

Round openings

Every character

punchP711.9%
backdash into guardG46.8%
Ducking Low2K+G23.4%
Low Knuckle2P23.4%
Ryu'eikyaku66K23.4%
Soukyu46P23.4%
backdash into Double Hammer Down43P23.4%
backdash into Hekishou43P23.4%
backdash into Karura4P+K23.4%
forward dash into throwP+G23.4%
Jakenshou214P+K11.7%
Kirin33P11.7%
Knee Attack6K11.7%
Nakageri3K11.7%
Ni'oudaoshi3K+G11.7%

27 further openings account for the other 27 rounds.

Goh

Career
831–807 · 50.7%
This season
3 matches · 66.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soukyu46P213.3%
backdash into Karura4P+K213.3%
backdash into guardG213.3%
Kirin33P16.7%
Ni'oudaoshi3K+G16.7%
backdash into Garyu66K16.7%
backdash into Kyousengeri46K16.7%
backdash into Ni'oudaoshi3K+G16.7%
backdash into Sune Kudaki43P16.7%
backdash into Tengusatsu9K+G16.7%
backdash into forward movement16.7%
forward dash into Hiji'ate6P16.7%

Jeffry

Career
395–337 · 54.0%
This season
4 matches · 50.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP321.4%
Ducking Low2K+G214.3%
Low Knuckle2P214.3%
backdash into Double Hammer Down43P214.3%
Knee Attack6K17.1%
Sunlit Body Upper3P+K17.1%
backdash into Scoop Kick4K+G17.1%
guardG17.1%
guardG into throw escape17.1%

Kage

Career
835–755 · 52.5%
This season
3 matches · 33.3%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ryu'eikyaku66K218.2%
Jakenshou214P+K19.1%
Nakageri3K19.1%
Senpugeri7K19.1%
backdash into Hagakure-ryu In Raijingeki46P+K19.1%
backdash into Kodachinuki4K19.1%
backdash into Ura Tsumujigeri44K19.1%
evade up into Engetsugeri9K+G19.1%
forward dash into Kasumi Yaiba66P+K19.1%
punchP19.1%

Akira

Career
284–253 · 52.9%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hekishou43P220.0%
punchP220.0%
backdash into Fukko3K+GP+K110.0%
backdash into forward dash110.0%
backdash into guardG110.0%
backward movement into Tetsuzankou466P+K110.0%
forward dash into throwP+G110.0%
up-forward kick9K110.0%

Wolf

Career
407–362 · 52.9%
This season
2 matches · 0.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K111.1%
R.A.W. AvengerP+K+G111.1%
backdash into Dragonfish Blow6PP111.1%
backdash into Mow Down Chop1P+K111.1%
backdash into Short Shoulder46P+K111.1%
backdash into guardG111.1%
forward dash into throwP+G111.1%
punchP111.1%
punchP into forward dash111.1%

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

  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)