VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

tatsuyaX

  • Jacky
Career matches4,690
Career win rate49.3%
Round win rate49.0%
Peak rank29
Distinct opponents241
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1584 #1,457 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

Goh294,2102,0572,15348.9%
Jacky2748025622453.3%

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

1,812 of 2,346 rounds counted

7.4 inputs a second (442 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.44421,812

By opponent's character

Wolf7.8469178
Jacky7.6454194
Akira7.4446157
Aoi7.5449184
Sarah7.3441141
Pai7.5452111
Jeffry7.544782
Jean7.2435114
Brad7.343983
Goh7.544766
Lion7.444262
Lei Fei6.840982
Lau7.947463
Eileen6.941648
Kage7.142855
Shun6.639766
Taka6.740560
Vanessa7.142543
El Blaze7.042123

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

Wolf61194231.1%-16.9
Jacky60263443.3%-5.6
Akira57263145.6%-5.9
Aoi57322556.1%+4.1
Sarah45301566.7%+18.1
Pai36211558.3%+10.1
Jeffry3022873.3%+26.2
Jean29131644.8%-1.4
Brad27101737.0%-8.6
Goh26141253.9%+0.8
Lion26141253.9%+5.0
Lei Fei23121152.2%+2.8
Lau22101245.5%-11.0
Eileen189950.0%-5.9
Kage1771041.2%-5.0
Shun169756.2%+5.6
Taka1651131.2%-12.9
Vanessa105550.0%-0.1
El Blaze85362.5%+8.2

3 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Breakable Half Fence72324044.4%-5.5
Open72393354.2%+5.5
Single Wall62323051.6%+1.1
Low Fence58283048.3%+1.6
Rectangle58292950.0%-1.0
Full Fence57183931.6%-17.5
Half Fence52262650.0%-2.3
Breakable Full Fence51312060.8%+13.7
Octagon49292059.2%+7.5
Full Fence and Open26121446.1%-4.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls33948.7%49.9%-1.3
No walls19251.6%49.0%+2.6

Walls against open: -3.9 points (95% range -12.6 to +4.9), p 0.390 — 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

48歳技覚えられないよ (Rank 26)2026/10/1376185.7%
HIROCHILL (Rank 29)2026/10/1371614.3%
たらお (Rank 27)2026/10/1262433.3%
m01ch1 (Rank 28)2026/10/1297277.8%
maniaki (Rank 25)2026/10/1274357.1%
神無月夏美Vtuber (Rank 28)2026/10/1282625.0%
ノーマルビックアキラ (Rank 30)2026/10/1272528.6%
カプリッチョ (Rank 26)2026/10/1264266.7%
HEDO/ (Rank 25)2026/10/1163350.0%
Penoco (Rank 27)2026/09/3076185.7%
ペケ壱 (Rank 29)2026/09/3071614.3%
カミナリおやじ (Rank 26)2026/09/2883537.5%
Gun-Interceptor (Rank 26)2026/08/1781712.5%
orz (Rank 30)2026/08/17106460.0%
アオゾラ。aozora (Rank 28)2026/08/1764266.7%
鳩男 (Rank 30)2026/08/175050.0%
こうちゃん(`ー´)SRGM (Rank 28)2026/08/1754180.0%
大晨儿vlggo222 (Rank 24)2026/08/1774357.1%
fdjskjfsdls (Rank 26)2026/07/2675271.4%
トマト牛乳♪ (Rank 30)2026/07/20103730.0%
みとG_ちゃんねる (Rank 27)2026/07/2062433.3%
gimoring (Rank 26)2026/06/1565183.3%
あいう (Rank 28)2026/05/1162433.3%
めかざわ (Rank 25)2026/04/2671614.3%
Nat2U (Rank 24)2026/04/2064266.7%

Round openings

Every character

crouch dash back into guardG1959.1%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1386.5%
backdash into evade down1356.3%
crouch dash back into evade down1316.1%
backdash into Soukyu46P1306.1%
crouch dash forward into guardG944.4%
forward movement into punchP813.8%
backdash into guardG713.3%
evade down into guardG693.2%
backdash into punchP542.5%
backdash into Karura4P+K351.6%
Karura4P+K311.4%
crouch dash back into punchP311.4%
crouch dash back into Karura4P+K281.3%
evade down into punchP271.3%

234 further openings account for the other 883 rounds.

Counted from 529 of the 584 matches played. The rest were not pulled for openings.

Goh

Career
2,057–2,153 · 48.9%
This season
569 matches · 49.6%
Peak rank
29

First hit in 50.7% of 2,046 rounds. Won 52.1% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 63.8% of rounds, against 52.1% in their other rounds.
  • Against Lion: moves in first in 33.8% of rounds, against 13.4% against everyone else.
  • After opening the round before by moving in: moves in first in 22.5% of rounds, against 10.5% after anything else.
  • After winning a round: attacks straight away in 30.6% of rounds, against 10.4% after losing one.
  • When ahead: attacks straight away in 26.0% of rounds, against 15.2% when level or behind.
  • In round 1: opens with “backdash into evade down” in 12.1% of rounds, against 4.4% in their other rounds.
  • Against Sarah: opens with “backdash into evade down” in 14.5% of rounds, against 5.7% against everyone else.
  • After opening the round before with “crouch dash back into evade down”: opens with “crouch dash back into evade down” in 15.0% of rounds, against 4.8% after anything else.
  • After winning a round: opens with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami” in 14.2% of rounds, against 3.3% after losing one.

How is this tested?

crouch dash back into guardG1929.3%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1386.7%
backdash into Soukyu46P1306.3%
backdash into evade down1306.3%
crouch dash back into evade down1276.1%
crouch dash forward into guardG944.5%
forward movement into punchP783.8%
backdash into guardG703.4%
evade down into guardG683.3%
backdash into punchP532.6%
backdash into Karura4P+K351.7%
Karura4P+K311.5%
crouch dash back into punchP311.5%
crouch dash back into Karura4P+K281.4%
crouch dash back into Tsurane ShoudaPP241.2%

208 further openings account for the other 841 rounds.

Counted from 514 of the 569 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
Wolf12–20 · 38%3–17 · 15%too few to test
Jacky10–14 · 42%12–10 · 55%too few to test
Akira15–17 · 47%3–9 · 25%too few to test
Aoi18–15 · 55%8–6 · 57%too few to test
Sarah14–7 · 67%10–3 · 77%too few to test
Jeffry15–5 · 75%6–3 · 67%too few to test
Jean7–12 · 37%3–3 · 50%too few to test
Pai7–5 · 58%5–6 · 45%too few to test
Goh8–7 · 53%3–2 · 60%too few to test
Lei Fei8–5 · 62%3–6 · 33%too few to test
Brad4–6 · 40%4–6 · 40%too few to test
Lion9–7 · 56%2–2 · 50%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.

55 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?

Jacky

Career
256–224 · 53.3%
This season
15 matches · 46.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down57.9%
evade down into punchP57.9%
crouch dash back into evade down46.3%
forward movement into kickK46.3%
crouch dash back into guardG34.8%
forward movement into punchP34.8%
Slant Back Knuckle1P into Rage Kick1PK23.2%
backdash into Spin Heel Sword4K+G23.2%
crouch dash back into Low Spin Kick1K+G23.2%
crouch dash forward into Middle Smash6P23.2%
guardG23.2%
Squat Straight2P11.6%
Switch StepP+K+G into Switch Spin KickP+K+GK11.6%
backdash11.6%
backdash into Beat & Back KnuckleP+KP11.6%

25 further openings account for the other 25 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 (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

  • Goh: 9 of 15 tests hold up
  • Jacky: not tested (too few rounds)