VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

otoko-zaka4649

  • Jean
  • Shun
  • Jacky
  • El Blaze
  • Lion
  • Jeffry
  • Vanessa
Career matches2,972
Career win rate58.6%
Round win rate50.7%
Peak rank33
Distinct opponents148
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1605 #1,311 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

Goh3376044531558.5%
Jacky3349127421755.8%
Jean3238822216657.2%
Jeffry3336321215158.4%
Shun3234019714357.9%
Lion3024613910756.5%
El Blaze332271458263.9%
Vanessa331571084968.8%

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

1,166 of 1,224 rounds counted

8.0 inputs a second (478 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean7.7465288
Shun8.1484207
Jacky8.0477175
El Blaze8.3498133
Lion8.1485148
Goh8.1487130
Jeffry7.645564
Vanessa7.544721

By opponent's character

Jacky8.1487137
Akira7.9475104
Jean8.047892
Jeffry8.148398
Wolf8.148494
Sarah7.846982
Vanessa7.947571
Kage7.846569
Pai8.047858
Aoi8.047763
Goh8.048060
Lau8.249155
Brad7.645837
El Blaze8.450245
Shun7.847128
Lion7.947428
Dural7.846515
Lei Fei7.846818
Taka7.44417
Eileen7.74605

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

Jacky36171947.2%-6.0
Akira32181456.2%+2.8
Jean26141253.9%+1.9
Jeffry2617965.4%+12.6
Wolf23111247.8%-3.9
Sarah2013765.0%+7.3
Vanessa1912763.2%+10.1
Kage168850.0%-5.8
Pai1661037.5%-15.1
Aoi159660.0%+6.2
Goh147750.0%-0.1
Lau146842.9%-6.9
Brad116554.5%+5.0
El Blaze117463.6%+10.4
Shun83537.5%-19.9
Lion62433.3%-26.2
Dural42250.0%+4.0
Lei Fei41325.0%-30.9
Taka330100.0%+42.2
Eileen21150.0%-10.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Half Fence40221855.0%+6.2
Full Fence36191752.8%-2.2
Low Fence31171454.8%+2.2
Open31102132.3%-22.4
Breakable Full Fence30201066.7%+11.9
Breakable Half Fence30161453.3%+2.0
Rectangle28161257.1%+0.9
Single Wall24121250.0%-4.5
Octagon2214863.6%+10.4
Full Fence and Open115645.5%-8.2

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18657.5%53.4%+4.1
No walls8645.3%53.1%-7.7

Walls against open: +11.8 points (95% range -0.9 to +24.5), p 0.068 — 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

うめおに。 (Rank 31)2026/10/0862433.3%
ルドルフ (Rank 32)2026/10/0342250.0%
방가방가 (Rank 31)2026/09/2587187.5%
ガリバー (Rank 30)2026/09/2442250.0%
∈挙動不審∋ (Rank 34)2026/09/1871614.3%
DDaDDai (Rank 28)2026/09/0964266.7%
Hi:D (Rank 34)2026/09/0531233.3%
リーウ (Rank 30)2026/09/0331233.3%
무파ZeroBlue (Rank 33)2026/09/0242250.0%
タイヨウ (Rank 31)2026/08/2442250.0%
しゅが~nsr (Rank 27)2026/08/2486275.0%
おもち (Rank 30)2026/08/2443175.0%
관절보궁 (Rank 29)2026/08/2454180.0%
starszhouuu (Rank 26)2026/08/2432166.7%
ダイナマイト門前仲町 (Rank 27)2026/08/2031233.3%
タピる。 (Rank 30)2026/08/1761516.7%
玉面雙飛龍 (Rank 29)2026/08/1762433.3%
こて (Rank 28)2026/08/1732166.7%
JeanKujo (Rank 31)2026/08/1742250.0%
sby (Rank 30)2026/06/2643175.0%
伍の人 (Rank 32)2026/06/2632166.7%
LEO (Rank 32)2026/06/1943175.0%
jackgnhang (Rank 28)2026/06/1854180.0%
ENGLID (Rank 35)2026/06/0641325.0%
鳩男 (Rank 30)2026/06/0432166.7%

Round openings

Every character

backdash into evade up1089.2%
forward movement into punchP474.0%
guardG into evade down393.3%
guardG into evade up302.5%
crouch into Gyou'in Haishu3P252.1%
backdash into Darkness Sword43K+G201.7%
backdash into punchP181.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP171.4%
backdash into Karura4P+K171.4%
guardG into punchP161.4%
backward movement into evade up151.3%
offensive move151.3%
backdash into Kake'uchi46P121.0%
guardG into backdash121.0%
Juchou Senshou8P+K110.9%

357 further openings account for the other 773 rounds.

Counted from 293 of the 306 matches played. The rest were not pulled for openings.

Jean

Career
222–166 · 57.2%
This season
73 matches · 52.0%
Peak rank
32

First hit in 46.2% of 288 rounds. Won 51.9% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2910.1%
guardG into evade down165.6%
backdash into evade up144.9%
backdash into Kake'uchi46P124.2%
guardG into evade up103.5%
backdash into Hou'ou Kourui Otoshi4K+G93.1%
backdash into Kake'uchi~Maekeri'age46PK93.1%
guardG into punchP93.1%
backward movement into evade up82.8%
guardG into Gyaku Seikenzuki66P82.8%
backdash into Ryoutezuki66P+K72.4%
guardG into Ryoutezuki66P+K72.4%
Shitanagi Shutou1P into guardG62.1%
forward movement into KounirenPP62.1%
punchP into kickK62.1%

82 further openings account for the other 132 rounds.

Shun

Career
197–143 · 57.9%
This season
51 matches · 51.0%
Peak rank
32

First hit in 50.2% of 207 rounds. Won 52.9% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Gyou'in Haishu3P2512.1%
backdash into evade up2210.6%
Rensai Gakushu46PP into Rengeki Gakushu46PPP178.2%
offensive move125.8%
backdash into Gyou'in Haishu3P94.3%
crouch dash back into Gyou'in Haishu3P94.3%
crouch into Haisenchu1P73.4%
Gyou'in Haishu3P into Tenshin Benshu4P+K41.9%
guardG into backdash41.9%
guardG into evade down41.9%
guardG into evade up41.9%
Getsuga Gakushu46P into Rensai Gakushu46PP31.4%
Getsuga Gakushu46P into forward dash31.4%
Tenshin Souchushou6P+K31.4%
backdash into punchP31.4%

58 further openings account for the other 78 rounds.

Jacky

Career
274–217 · 55.8%
This season
43 matches · 34.9%
Peak rank
33

First hit in 42.0% of 181 rounds. Won 44.7% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2413.2%
backdash into Spin Heel Sword4K+G116.0%
forward movement into Jab StraightPP105.5%
guardG into Smash Straight3P105.5%
Jab StraightPP into Jab Double StraightPPP73.9%
punchP into Jab StraightPP73.9%
Slant Back Knuckle1P into backward movement63.3%
guardG into Middle Kick3K63.3%
guardG into evade down52.8%
Slant Back Knuckle1P42.2%
Middle Smash6P31.6%
Slant Back Knuckle1P into kickK31.6%
backdash into Long Stride Back Knuckle4P+K31.6%
backdash into punchP31.6%
guardG into evade up31.6%

62 further openings account for the other 77 rounds.

El Blaze

Career
145–82 · 63.9%
This season
38 matches · 65.8%
Peak rank
33

First hit in 45.0% of 149 rounds. Won 59.7% of the rounds they struck first, 53.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Darkness Sword43K+G2013.0%
backdash into evade up117.1%
Volcano Upper4P+K106.5%
forward movement into punchP85.2%
Shadow Lance66K into forward movement63.9%
Shouda46PP into Rising Back Spin Kick46PPK63.9%
guardG into evade down63.9%
Demon Dance9P+K into Demon's Tail9P+KK53.2%
forward movement into Keen Edge ComboPPP53.2%
guardG into evade up53.2%
guardG into Volcano Upper4P+K42.6%
High-Speed Jab46P into Shouda46PP31.9%
Rolling Low Knuckle1P31.9%
backdash into punchP31.9%
forward dash into Shadow Spear6K31.9%

45 further openings account for the other 56 rounds.

Goh

Career
445–315 · 58.5%
This season
34 matches · 58.8%
Peak rank
33

First hit in 51.6% of 128 rounds. Won 47.0% of the rounds they struck first, 54.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K1712.8%
backdash into evade up1511.3%
Ni'oudaoshi3K+G118.3%
forward dash into Ropputsubushi6P+K75.3%
guardG into evade up43.0%
Soukyu46P into forward movement32.3%
Urahiji44P32.3%
backdash into Kirin33P32.3%
backdash into Maegeri3K32.3%
backdash into punchP32.3%
guardG into evade down32.3%
punchP32.3%
Hiji'ate6P21.5%
backdash into Gohou Yuriori (Deflect)236P+K21.5%
backward movement into evade up21.5%

46 further openings account for the other 52 rounds.

Jeffry

Career
212–151 · 58.4%
This season
25 matches · 44.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1111.2%
backdash into Double Hammer Down43P88.2%
forward movement into punchP66.1%
Overblow Shoulder66P+K55.1%
Middle Hell Stab6P+K44.1%
Hammer Slide1P33.1%
backdash into Full Swing Upper33P33.1%
backdash into punchP33.1%
guardG into Overblow Shoulder66P+K33.1%
guardG into evade up33.1%
backdash into Hell Claw236P22.0%
backdash into Megaton Knuckle43P+K22.0%
crouch dash back into Scoop Kick4K+G22.0%
evade down into crouch dash forward22.0%
evade down into forward dash22.0%

38 further openings account for the other 39 rounds.

Lion

Career
139–107 · 56.5%
This season
37 matches · 64.9%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K1112.0%
backdash into evade up1112.0%
backdash into Zaban Shuhou33P+K77.6%
backdash into Sentai4K55.4%
backdash into Touku Gekishou9P44.3%
In'you4P into Ni In'you4PP33.3%
guardG into Zaban Shuhou33P+K33.3%
guardG into evade down33.3%
backward movement into evade up22.2%
evade up into guardG22.2%
forward movement into punchP22.2%
Banchu6P into Banchu Renkanshu6PP11.1%
Heimonkyaku6K into evade down11.1%
KouhaitaiK+G11.1%
Koushutai44K11.1%

35 further openings account for the other 35 rounds.

Counted from 24 of the 37 matches played. The rest were not pulled for openings.

Vanessa

Career
108–49 · 68.8%
This season
5 matches · 80.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Wind Elbow838.1%
Defensive Style: backdash into evade up314.3%
Defensive Style: guard into evade up29.5%
Defensive Style: guard into punchP29.5%
Defensive Style: Heel Kick into forward movement14.8%
Defensive Style: backdash into Sit Jab2P14.8%
Defensive Style: evade down into throwP+G14.8%
Defensive Style: guard into evade down14.8%
Defensive Style: guard into throwP+G14.8%
Offensive Style: guard14.8%

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

  • Jean: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)