VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

ji-ru_11

  • Pai
  • Sarah
Career matches6,451
Career win rate50.7%
Round win rate50.2%
Peak rank33
Distinct opponents217
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1616 #1,238 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

Goh313,6261,8211,80550.2%
Pai332,8111,4411,37051.3%
Sarah26147750.0%

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

3,334 of 3,727 rounds counted

7.6 inputs a second (457 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.54492,033
Pai7.84711,282
Sarah6.639719

By opponent's character

Akira7.7463503
Jacky7.7464379
Wolf7.9473318
Jeffry7.7462283
Goh7.5447269
Sarah7.5449212
Jean7.6457160
Pai7.3440135
Brad7.9473122
Kage7.2435129
Lion7.5447118
El Blaze7.4444106
Vanessa7.5447123
Lau7.746464
Aoi7.545084
Shun7.645577
Eileen7.947474
Lei Fei7.645780
Taka7.444566
Dural7.846832

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

Akira128666251.6%-2.6
Jacky108495945.4%-5.8
Wolf100623862.0%+9.3
Jeffry76413554.0%+3.9
Goh72442861.1%+10.4
Sarah56342260.7%+6.4
Jean38182047.4%-5.0
Pai37251267.6%+12.2
Brad35152042.9%-6.4
Kage35132237.1%-11.6
Lion3272521.9%-23.2
El Blaze30121840.0%-15.1
Vanessa30181260.0%+7.9
Lau26131350.0%+3.9
Aoi25131252.0%+5.4
Shun22111150.0%+0.3
Eileen2071335.0%-17.5
Lei Fei2011955.0%+0.2
Taka167943.8%-4.3
Dural86275.0%+20.3

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Full Fence108495945.4%-7.7
Open102614159.8%+6.6
Half Fence96504652.1%-2.1
Rectangle94544057.5%+8.0
Breakable Half Fence91434847.2%-5.2
Breakable Full Fence88444450.0%+0.9
Octagon84483657.1%+5.5
Low Fence77374048.0%-2.1
Single Wall67293843.3%-8.0
Full Fence and Open58292950.0%+0.0

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls56151.3%51.6%-0.3
No walls24651.6%51.8%-0.2

Walls against open: -0.1 points (95% range -7.5 to +7.2), p 0.970 — 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

HIROCHILL (Rank 30)2026/10/18107370.0%
BigBoin (Rank 33)2026/10/07114736.4%
BANANA (Rank 29)2026/10/072217577.3%
え~る (Rank 29)2026/09/2985362.5%
タイヨウ (Rank 33)2026/09/2993633.3%
あっしゅさんとごち昌 (Rank 31)2026/09/25126650.0%
tamaneen (Rank 33)2026/09/22149564.3%
orz (Rank 30)2026/09/222216672.7%
滝太郎(Takitarou) (Rank 32)2026/09/18115645.5%
影虎 (Rank 34)2026/09/18106460.0%
ふぇに (Rank 32)2026/09/13123925.0%
マクシミリアン15世 (Rank 34)2026/09/0992722.2%
be-shedded (Rank 29)2026/09/08116554.5%
CELIS (Rank 29)2026/09/0886275.0%
イチゲン (Rank 27)2026/09/0596366.7%
カミナリおやじ (Rank 27)2026/09/05104640.0%
windowkhs (Rank 29)2026/08/31116554.5%
ぬっき~@ (Rank 34)2026/08/28147750.0%
Jyuryoku_Eileen (Rank 26)2026/08/2698188.9%
delicioso (Rank 32)2026/08/26119281.8%
鳩男 (Rank 30)2026/08/04117463.6%
漂泊の民回線ジプシー (Rank 33)2026/07/28114736.4%
らうらう (Rank 31)2026/07/241661037.5%
all'arrabbiata563 (Rank 29)2026/06/22105550.0%
SBD0121 (Rank 28)2026/06/1495455.6%

Round openings

Every character

crouch into Sune'uchi2P1865.3%
backdash into evade up1714.9%
punchP into crouch dash forward1474.2%
backdash into Karura4P+K1273.6%
guardG into throw escape1133.2%
Garyu66K into Tsukikage6K1083.1%
backdash into throwP+G1012.9%
crouch into Souchuken2P942.7%
throw escape882.5%
guardG into evade down872.5%
Ni'oudaoshi3K+G812.3%
Garyu66K802.3%
backdash into evade down762.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK732.1%
punchP702.0%

339 further openings account for the other 1,900 rounds.

Counted from 857 of the 914 matches played. The rest were not pulled for openings.

Goh

Career
1,821–1,805 · 50.2%
This season
497 matches · 51.3%
Peak rank
31

First hit in 52.6% of 1,828 rounds. Won 52.9% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 13.0% of rounds, against 1.9% in their other rounds.
  • Against Shun: evades first in 25.5% of rounds, against 4.0% against everyone else.
  • After opening the round before by attacking: backs off first in 38.1% of rounds, against 27.1% after anything else.
  • In round 2: opens with “crouch into 2P Sune'uchi” in 15.4% of rounds, against 8.4% in their other rounds.
  • Against Pai: opens with “66K Garyu” in 14.5% of rounds, against 4.0% against everyone else.
  • After opening the round before with “3K+G Ni'oudaoshi”: opens with “backdash into 4P+K Karura” in 23.4% of rounds, against 7.3% after anything else.

How is this tested?

crouch into Sune'uchi2P18610.1%
backdash into Karura4P+K1276.9%
Garyu66K into Tsukikage6K1085.9%
Ni'oudaoshi3K+G814.4%
Garyu66K804.4%
backdash into evade up784.2%
backdash into Kumite Harai (Deflect)4P+K+G663.6%
backdash into throwP+G583.2%
punchP into crouch dash forward573.1%
guardG into throw escape512.8%
throw escape512.8%
guardG into evade down492.7%
punchP492.7%
throwP+G392.1%
backdash into throw escape331.8%

175 further openings account for the other 722 rounds.

Counted from 447 of the 497 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
Akira14–17 · 45%8–6 · 57%too few to test
Jacky17–14 · 55%6–4 · 60%too few to test
Goh18–12 · 60%9–4 · 69%too few to test
Jeffry11–15 · 42%6–7 · 46%too few to test
Wolf13–8 · 62%6–6 · 50%too few to test
Sarah9–8 · 53%6–2 · 75%too few to test
Jean9–5 · 64%4–4 · 50%too few to test
Lion4–6 · 40%2–7 · 22%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.

50 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?

Pai

Career
1,441–1,370 · 51.3%
This season
412 matches · 52.2%
Peak rank
33

First hit in 55.7% of 1,634 rounds. Won 53.0% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 12.1% of rounds, against 1.9% in their other rounds.
  • Against Sarah: waits first in 29.5% of rounds, against 18.3% against everyone else.
  • After opening the round before by backing off: attacks straight away in 60.2% of rounds, against 47.8% after anything else.
  • In round 2: opens with “9K Hi'en Tankyaku into 9KK Hi'en Rekkyaku” in 6.7% of rounds, against 3.7% in their other rounds.
  • Against Brad: opens with “3P Soukasui” in 10.9% of rounds, against 3.5% against everyone else.

How is this tested?

crouch into Souchuken2P945.7%
backdash into evade up925.6%
punchP into crouch dash forward905.5%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK734.4%
Soukasui3P653.9%
Ensei Haijinkyaku7K+G623.8%
guardG into throw escape623.8%
Kochoukyaku4K+G593.6%
Souanshou3P+K523.2%
backdash into evade down462.8%
backdash into throwP+G432.6%
guardG into evade down382.3%
backdash into Senchutai3K372.2%
throw escape362.2%
Honshin Soukyaku1K+G352.1%

191 further openings account for the other 764 rounds.

Counted from 405 of the 412 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Pai

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira25–21 · 54%6–6 · 50%too few to test
Jacky19–20 · 49%3–8 · 27%too few to test
Wolf19–11 · 63%13–6 · 68%too few to test
Jeffry8–4 · 67%6–4 · 60%too few to test
Brad7–12 · 37%4–2 · 67%too few to test
Goh8–6 · 57%3–2 · 60%too few to test
Sarah5–6 · 45%6–1 · 86%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.

7 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?

Sarah

Career
7–7 · 50.0%
This season
5 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down315.8%
crouch into Squat Straight2P210.5%
Hide Side Kick (Deflect)P+K15.3%
backdash into Hide Side Kick (Deflect)P+K15.3%
backdash into Serpent Smash Cannon2P+KK15.3%
backdash into evade up15.3%
backdash into punchP15.3%
crouch dash forward into Queen Bee Needle66K+G15.3%
evade up into crouch dash forward15.3%
guardG15.3%
guardG into Rising Elbow6P15.3%
guardG into backward movement15.3%
guardG into punchP15.3%
punchP15.3%
punchP into throwP+G15.3%

1 further openings account for the other 1 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 (30 here; about 1.5 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: 6 of 15 tests hold up
  • Pai: 5 of 15 tests hold up
  • Sarah: not tested (too few rounds)