VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

kanikama_123

  • Jeffry
  • Aoi
  • Kage
Career matches3,111
Career win rate51.6%
Round win rate50.4%
Peak rank32
Distinct opponents80
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1627 #1,181 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

Goh322,1711,1071,06451.0%
Jeffry3187245042251.6%
Aoi2857401770.2%
Kage26117463.6%

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

545 of 905 rounds counted

5.1 inputs a second (306 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.0298384
Goh5.432297
Aoi5.533046
Kage5.432218

By opponent's character

Jacky5.231351
Akira5.130872
Kage5.331953
Shun4.828959
Jean5.231331
Jeffry5.130445
Wolf4.929321
Sarah5.130845
Pai5.533029
Vanessa4.929640
Aoi5.029730
Goh5.633813
Lion5.331610
Lau5.533113
Taka4.627625
El Blaze5.03018

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

Jacky27141351.9%+0.0
Akira24141058.3%+12.0
Kage23101343.5%+0.5
Shun1951426.3%-20.1
Jean169756.2%+2.1
Jeffry168850.0%-3.1
Wolf138561.5%+9.2
Sarah126650.0%-0.3
Pai117463.6%+12.9
Vanessa114736.4%-17.0
Aoi95455.6%+1.0
Goh95455.6%-2.0
Lion82625.0%-27.6
Lau74357.1%+12.8
Taka63350.0%-4.3
Lei Fei43175.0%+29.4
Eileen32166.7%+24.9
El Blaze32166.7%+0.9

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

Breakable Full Fence28161257.1%+7.5
Half Fence27151255.6%+8.2
Open25101540.0%-13.1
Breakable Half Fence24101441.7%-11.2
Low Fence22111150.0%-3.3
Rectangle2191242.9%-8.6
Full Fence189950.0%+1.6
Single Wall1510566.7%+20.9
Octagon146842.9%-5.0
Full Fence and Open137653.9%+4.3

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
Walls13249.2%49.8%-0.5
No walls6250.0%51.0%-1.0

Walls against open: +0.5 points (95% range -14.3 to +15.3), p 0.945 — 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

bonbon (Rank 30)2026/10/1642250.0%
太鼓の別人@稲刈準備中 (Rank 31)2026/10/1573442.9%
hahaha (Rank 29)2026/10/1532166.7%
BigBoin (Rank 32)2026/10/053030.0%
ヘニオ (Rank 34)2026/10/05330100.0%
REDdog.狂犬 (Rank 30)2026/08/3164266.7%
HIROCHILL (Rank 30)2026/08/3163350.0%
マクシミリアン15世 (Rank 32)2026/08/2882625.0%
いくない・∀・ (Rank 34)2026/08/2832166.7%
tawava (Rank 30)2026/08/2831233.3%
delicioso (Rank 33)2026/08/2862433.3%
BANANA (Rank 28)2026/07/04126650.0%
アルコール中学 (Rank 29)2026/06/2153260.0%
Gun-Interceptor (Rank 29)2026/06/1832166.7%
うをん (Rank 30)2026/06/18113827.3%
パクチーいらないよ (Rank 28)2026/06/1854180.0%
AOEアオイ (Rank 25)2026/05/2053260.0%
nikuzuki (Rank 28)2026/05/1941325.0%
しゅが~nsr (Rank 28)2026/05/1994544.4%
おむすび山▲かずkaz_kcj (Rank 31)2026/05/1931233.3%
방가방가햄토리 (Rank 29)2026/05/1674357.1%
えびもち (Rank 31)2026/05/1043175.0%
みとG_ちゃんねる (Rank 26)2026/05/0932166.7%
ロデム (Rank 30)2026/04/2284450.0%
kobaman (Rank 26)2026/04/1832166.7%

Round openings

Every character

evade down into guardG11914.5%
evade down into throw escape303.7%
evade up283.4%
evade down263.2%
Hell Dunk Elbow2P+K242.9%
backdash into Double Hammer Down43P242.9%
backdash into Karura4P+K242.9%
Low Knuckle2P202.4%
Toe Kick2K172.1%
Overblow Shoulder66P+K161.9%
crouch dash forward into guardG161.9%
Body CrushP+K151.8%
Heavy Back Knuckle4P into Stomach Destroyer4PK151.8%
backdash into evade up151.8%
Ducking Low2K+G111.3%

164 further openings account for the other 419 rounds.

Counted from 199 of the 209 matches played. The rest were not pulled for openings.

Jeffry

Career
450–422 · 51.6%
This season
139 matches · 48.2%
Peak rank
31

First hit in 53.8% of 578 rounds. Won 51.8% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade down into guardG8715.1%
Hell Dunk Elbow2P+K244.2%
backdash into Double Hammer Down43P244.2%
evade down223.8%
evade up213.6%
Low Knuckle2P203.5%
evade down into throw escape183.1%
Toe Kick2K172.9%
Overblow Shoulder66P+K162.8%
Body CrushP+K152.6%
Heavy Back Knuckle4P into Stomach Destroyer4PK152.6%
Ducking Low2K+G111.9%
backdash into evade up111.9%
backdash into Rising Hammer43PP91.6%
backdash into Toe Kick2K91.6%

122 further openings account for the other 259 rounds.

Goh

Career
1,107–1,064 · 51.0%
This season
65 matches · 50.8%
Peak rank
32

First hit in 41.3% of 223 rounds. Won 57.6% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG2913.0%
backdash into Karura4P+K2410.8%
crouch into Ni'oudaoshi3K+G114.9%
Karura4P+K104.5%
crouch dash forward into guardG104.5%
evade down into throw escape104.5%
Soukyu46P73.1%
evade up73.1%
evade down into forward dash62.7%
forward dash into Hiji'ate6P62.7%
throwP+G62.7%
Hiji'ate6P52.2%
crouch dash forward into evade down52.2%
punchP into kickK52.2%
backward movement into Hiji'ate6P41.8%

44 further openings account for the other 78 rounds.

Counted from 55 of the 65 matches played. The rest were not pulled for openings.

Kage

Career
7–4 · 63.6%
This season
5 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG316.7%
Rasen4P into Rasen Urageri4PK211.1%
backdash into Kodachinuki4K211.1%
crouch into Fusenjin3P211.1%
evade down into throw escape211.1%
Engetsugeri9K+G into forward dash15.6%
backdash into evade up15.6%
crouch dash forward into guardG15.6%
evade up into guardG15.6%
evade up into punchP15.6%
evade up into throw escape15.6%
guardG into throw escape15.6%

Not counted here: Aoi. Their matches were not pulled for openings.

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 (15 here; about 0.8 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

  • Jeffry: 0 of 15 tests hold up
  • Goh: not tested (too few rounds)
  • Kage: not tested (too few rounds)