VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

soiya

  • El Blaze
  • Taka
Career matches1,667
Career win rate39.0%
Round win rate46.3%
Peak rank26
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1325 #3,021 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

Goh—58321037336.0%
El Blaze2556323233141.2%
Taka2652120831339.9%

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

454 of 564 rounds counted

9.5 inputs a second (571 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze9.7581311
Taka9.2551143

By opponent's character

Aoi10.160659
El Blaze9.255155
Jacky9.758374
Akira9.456545
Wolf9.959548
Sarah9.154738
Shun9.456236
Pai9.255026
Lion9.355724
Kage9.456210
Goh9.456314
Jeffry9.456613
Lau9.45664
Lei Fei9.55703
Brad9.55705

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

Aoi1981142.1%-4.3
El Blaze1911857.9%+9.9
Jacky1761135.3%-3.9
Akira1541126.7%-22.6
Wolf128466.7%+26.2
Sarah105550.0%+10.7
Shun93633.3%-9.5
Pai72528.6%-9.5
Lion65183.3%+37.2
Kage51420.0%-25.1
Goh3030.0%-45.0
Jean32166.7%+33.1
Jeffry31233.3%-20.7
Lau32166.7%+17.5
Lei Fei32166.7%+27.8
Vanessa31233.3%-8.7
Taka2020.0%-43.3
Brad110100.0%+54.8
Eileen1010.0%-45.9

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

Rectangle1971236.8%-6.5
Open169756.2%+16.6
Full Fence1541126.7%-13.2
Octagon157846.7%-2.0
Breakable Half Fence145935.7%-10.3
Breakable Full Fence135838.5%-3.0
Half Fence134930.8%-16.8
Single Wall137653.9%+9.5
Full Fence and Open93633.3%-7.2
Low Fence98188.9%+42.5

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
Walls8936.0%43.5%-7.6
No walls3863.2%44.6%+18.6

Walls against open: -26.1 points (95% range -44.3 to -8.0), p 0.005 — a difference this size is unlikely to be chance.

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

hexa-RAh (Rank 25)2026/10/0321150.0%
HaseMasa (Rank 27)2026/10/033030.0%
naska3th (Rank 27)2026/10/032020.0%
だっちん (Rank 27)2026/10/032020.0%
金田一の少年 (Rank 26)2026/10/0321150.0%
委員ちょ (Rank 21)2026/09/12220100.0%
ぬ (Rank 21)2026/09/12220100.0%
omuretukun (Rank 23)2026/09/1252340.0%
taj_god333 (Rank 27)2026/09/1221150.0%
gimoring (Rank 26)2026/08/2921150.0%
ほーげつ (Rank 28)2026/08/293030.0%
NEKOz (Rank 25)2026/08/29220100.0%
zxyzguy (Rank 26)2026/07/1052340.0%
abcde-9m (Rank 26)2026/06/2021150.0%
あぶらこ (Rank 23)2026/06/2031233.3%
Shako_P (Rank 22)2026/06/1821150.0%
marble-w03 (Rank 27)2026/06/182020.0%
へんたいラウ (Rank 24)2026/06/17330100.0%
maeK55 (Rank 21)2026/06/1032166.7%
FOX_CQC (Rank 22)2026/05/1132166.7%
ズサ齋藤 (Rank 21)2026/04/3021150.0%
jytgfr46nkdeqadc (Rank 21)2026/04/30220100.0%
朧影 (Rank 21)2026/04/3021150.0%
undo-mk11 (Rank 22)2026/04/2221150.0%
hatoman[otoware] (Rank 21)2026/03/2921150.0%

Round openings

Every character

evade down into backdash478.3%
Fade Roll Kick7K into evade up427.5%
Toe Kick4K into evade up335.8%
evade down into backward movement234.1%
Fade Roll Kick7K into backdash203.5%
Fade Roll Kick7K into forward movement152.7%
evade down into Kumoyaburi4P+K142.5%
kickK into evade up142.5%
Fade Roll Kick7K122.1%
evade down into Volcano Upper4P+K122.1%
evade down into Shita Harite2P101.8%
Volcano Upper4P+K into backdash91.6%
forward dash into evade down91.6%
evade down into throw escape81.4%
evade up into backdash81.4%

149 further openings account for the other 288 rounds.

El Blaze

Career
232–331 · 41.2%
This season
98 matches · 45.9%
Peak rank
25

First hit in 45.0% of 393 rounds. Won 53.1% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • After opening the round before by evading: evades first in 52.8% of rounds, against 17.3% after anything else.

How is this tested?

Fade Roll Kick7K into evade up4210.7%
Toe Kick4K into evade up338.4%
Fade Roll Kick7K into backdash205.1%
evade down into backdash164.1%
Fade Roll Kick7K into forward movement153.8%
kickK into evade up143.5%
evade down into backward movement133.3%
Fade Roll Kick7K123.0%
evade down into Volcano Upper4P+K123.0%
Volcano Upper4P+K into backdash92.3%
forward dash into evade down92.3%
evade down into Rolling Low Knuckle1P71.8%
Back Knuckle4P into Shadow Spin Kick4PK61.5%
Fade Roll Kick7K into backward movement61.5%
backdash into Volcano Upper4P+K61.5%

98 further openings account for the other 174 rounds.

Taka

Career
208–313 · 39.9%
This season
43 matches · 39.5%
Peak rank
26

First hit in 50.6% of 170 rounds. Won 40.7% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into backdash3118.2%
evade down into Kumoyaburi4P+K148.2%
evade down into Shita Harite2P105.9%
evade down into backward movement105.9%
Morotezuki66P into backdash74.1%
evade up into backdash74.1%
Morotezuki66P into backward movement63.5%
evade up into Kumoyaburi4P+K63.5%
evade down into Marutahiza6K42.4%
guardG into evade down42.4%
Marutahiza6K into forward dash31.8%
evade down into Kachi'age33P+K31.8%
evade down into punchP31.8%
evade down into throw escape31.8%
Kachi'age33P+K into backdash21.2%

47 further openings account for the other 57 rounds.

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • El Blaze: 1 of 14 tests hold up
  • Taka: not tested (too few rounds)