VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

F0XN3RO

  • Shun
  • Jean
Career matches312
Career win rate53.5%
Round win rate49.5%
Peak rank24
Distinct opponents22
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1356 #2,894 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

Goh2322411011449.1%
Shun2485553064.7%
Jean1632166.7%

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

404 of 404 rounds counted

7.1 inputs a second (425 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.6454204
Goh6.7401183
Jean6.338017

By opponent's character

Shun7.242970
Sarah7.041869
Akira7.645458
Jacky7.343736
Pai6.739929
Kage6.941523
Wolf6.740326
Jean6.941321
Lion6.941420
Lau9.355612
Lei Fei6.639610
Taka7.243012
El Blaze6.43868
Goh6.337810

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

Shun2322195.7%+44.3
Sarah1641225.0%-8.2
Akira145935.7%-14.3
Jacky94544.4%-18.4
Pai71614.3%-19.6
Kage64266.7%+14.7
Wolf62433.3%-32.2
Jean52340.0%-7.4
Lion4040.0%-37.6
Lau31233.3%+20.1
Lei Fei3030.0%-16.3
Taka31233.3%+3.1
El Blaze2020.0%-33.2
Goh220100.0%+49.1

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 Fence22121054.5%+1.3
Full Fence145935.7%-21.7
Low Fence137653.9%+9.6
Rectangle126650.0%-4.8
Open114736.4%+5.5
Octagon94544.4%+8.8
Breakable Half Fence73442.9%+2.1
Half Fence73442.9%+3.6
Single Wall53260.0%+12.2
Full Fence and Open110100.0%+36.4

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
Walls7146.5%49.0%-2.6
No walls2948.3%40.6%+7.6

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

JetBryant78 (Rank 13)2026/09/152020.0%
SSSteinMan (Rank 21)2026/09/15330100.0%
Shyon (Rank 21)2026/09/1432166.7%
Kingheim (Rank 43)2026/09/071010.0%
CoolerTails (Rank 37)2026/09/073030.0%
virtuagamer (Rank 21)2026/09/061010.0%
Kamille★修正パンチ (Rank 45)2026/09/063030.0%
Itesmee (Rank 21)2026/09/06113827.3%
StarGuitar (Rank 30)2026/09/061421214.3%
goodjay (Rank 24)2026/09/0631233.3%
Ac (Rank 37)2026/09/062020.0%
Guimaraes_One (Rank 25)2026/09/0231233.3%
thezboson (Rank 17)2026/09/0262433.3%
skywalkeR78081 (Rank 24)2026/09/022020.0%
riskbreaker92 (Rank 21)2026/08/3152340.0%
Ghettoyaco (Rank 34)2026/08/3131233.3%
Dadino67italy (Rank 36)2026/08/312020.0%
nadol90 (Rank 36)2026/08/312020.0%
Feranor (Rank 14)2026/08/31220100.0%
RickoSama (Rank 21)2026/08/3122220100.0%
pasa_vie_77 (Rank 22)2026/08/3185362.5%
pluskind (Rank 12)2026/08/31220100.0%

Round openings

Every character

crouch into Haisenchu1P297.2%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G174.2%
backward movement into Kasen Zenbokushou6PP164.0%
crouch into Gyou'in Haishu3P133.2%
Aragami4K into throwP+G123.0%
crouch into Denkou3PP123.0%
kickK112.7%
backward movement into Hiji'ate6P102.5%
backward movement into Gekizan Senchu3P+K92.2%
Aragami4K71.7%
backdash into Kyousengeri46K71.7%
Getsuga Gakushu46P into Rensai Gakushu46PP61.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP61.5%
backdash into Batousatsu3KP61.5%
punchP into Tsurane ShoudaPP61.5%

137 further openings account for the other 237 rounds.

Shun

Career
55–30 · 64.7%
This season
54 matches · 66.7%
Peak rank
24

First hit in 75.5% of 204 rounds. Won 64.9% of the rounds they struck first, 54.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P2914.2%
backward movement into Kasen Zenbokushou6PP167.8%
crouch into Gyou'in Haishu3P136.4%
backward movement into Gekizan Senchu3P+K94.4%
Getsuga Gakushu46P into Rensai Gakushu46PP62.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP62.9%
Rensai Gakushu46PP into Rengeki Gakushu46PPP52.5%
crouch into Gyoushintai3K52.5%
punchP into RengekiPP52.5%
Shinho Suikoushu43P+K42.0%
Gyou'in Haishu3P31.5%
Ryubikyaku8K+G31.5%
Senshi9K+G31.5%
backdash into Gyou'in Haishu3P31.5%
backdash into Rengeki Gakushu46PPP31.5%

66 further openings account for the other 91 rounds.

Goh

Career
110–114 · 49.1%
This season
45 matches · 22.2%
Peak rank
23

First hit in 49.5% of 182 rounds. Won 38.9% of the rounds they struck first, 33.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G179.3%
Aragami4K into throwP+G126.6%
crouch into Denkou3PP126.6%
backward movement into Hiji'ate6P105.5%
kickK105.5%
Aragami4K73.8%
backdash into Kyousengeri46K73.8%
backdash into Batousatsu3KP63.3%
punchP into Tsurane ShoudaPP63.3%
backward movement into kickK52.7%
Hiji'ate6P42.2%
Tengusatsu9K+G42.2%
Tsukikage6K42.2%
backdash into Aragami4K42.2%
backdash into Sune Kudaki43P42.2%

52 further openings account for the other 71 rounds.

Jean

Career
2–1 · 66.7%
This season
4 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK317.6%
crouch into Oishitazuki3PP317.6%
KounirenPP into KagizukiPPP211.8%
Hizageri4K into Kousenshu4KP15.9%
Yamakuzushi6K15.9%
backdash into Doumawashi Kaitengeri46K+G15.9%
backdash into Yoko'enpi6P15.9%
backdash into backward movement15.9%
backward movement into Chudan Ushiro Mawashigeri66K15.9%
crouch into down-back kick1K15.9%
kickK into forward movement15.9%
punchP into Maegeri~InabikariKP15.9%

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

  • Shun: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)