VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

BBJ10-Espada

  • Lion
  • Vanessa
  • Aoi
  • Pai
  • Jean
  • Akira
Career matches1,370
Career win rate54.8%
Round win rate55.1%
Peak rank25
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1428 #2,484 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

Goh2554829725154.2%
Akira241851028355.1%
Vanessa24174977755.8%
Lion24167937455.7%
Jean24149856457.0%
Aoi2262303248.4%
Lau—45182740.0%
Pai2340291172.5%

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

536 of 657 rounds counted

5.6 inputs a second (334 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.8347197
Vanessa5.3321178
Goh5.432267
Aoi6.136714
Jean5.331943
Akira6.136837

By opponent's character

Akira5.835069
Jacky5.533153
Aoi5.331644
Jean5.834623
Goh5.834619
Sarah5.231534
Taka5.734040
El Blaze5.633527
Jeffry5.633633
Kage5.331634
Lei Fei6.237126
Lion6.337718
Shun5.432423
Vanessa5.231522
Wolf5.432221
Brad5.733921
Lau5.734217
Pai5.13049
Eileen5.73403

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

Akira2618869.2%+5.7
Jacky1811761.1%-4.1
Aoi126650.0%-4.3
Jean115645.5%+1.9
Goh94544.4%-7.6
Sarah97277.8%+19.7
Taka91811.1%-53.4
El Blaze85362.5%+4.7
Jeffry82625.0%-42.4
Kage86275.0%+16.9
Lei Fei73442.9%-20.3
Lion660100.0%+34.5
Shun64266.7%+18.7
Vanessa65183.3%+8.5
Wolf65183.3%+16.0
Brad54180.0%+11.2
Lau54180.0%+19.4
Pai21150.0%-3.5
Eileen110100.0%+26.5

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

Low Fence2012860.0%+7.3
Single Wall2011955.0%-11.3
Half Fence1881044.4%-10.3
Breakable Half Fence1610662.5%+8.9
Open1611568.8%+6.7
Full Fence1511473.3%+12.8
Full Fence and Open1310376.9%+19.7
Rectangle139469.2%-0.8
Octagon115645.5%-18.4
Breakable Full Fence84450.0%-21.6

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
Walls8158.0%60.8%-2.8
No walls5660.7%60.2%+0.5

Walls against open: -3.3 points (95% range -21.7 to +15.2), p 0.729 — 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

kimxxxtt (Rank 22)2026/10/1643175.0%
poco/ぽこ (Rank 27)2026/10/1632166.7%
はげまん (Rank 26)2026/10/1641325.0%
nekoneko (Rank 23)2026/10/11330100.0%
yabo (Rank 24)2026/10/1132166.7%
亀 (Rank 24)2026/10/1132166.7%
Multipla (Rank 24)2026/10/1043175.0%
mikkunn3277 (Rank 23)2026/10/1043175.0%
格雷希欧 (Rank 24)2026/10/1054180.0%
cs2skoda (Rank 21)2026/10/0787187.5%
wildduck-japan (Rank 25)2026/09/104040.0%
M&E (Rank 23)2026/09/0921150.0%
a39611619 (Rank 21)2026/09/08440100.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/063030.0%
omuretukun (Rank 24)2026/09/051110190.9%
dalmax72 (Rank 22)2026/08/3095455.6%
カミナリおやじ (Rank 26)2026/08/2931233.3%
廿撚二 (Rank 23)2026/08/2632166.7%
拳拳體爆光 (Rank 21)2026/08/2632166.7%
t_k_o_7 (Rank 13)2026/06/09220100.0%
TaKaArAsHi573 (Rank 21)2026/06/0253260.0%
トローリロートル (Rank 23)2026/05/21440100.0%
Sheen (Rank 24)2026/04/1032166.7%
霧螺雲 牽壱 (Rank 23)2026/03/2853260.0%
elbowcommand (Rank 24)2026/03/283030.0%

Round openings

Every character

evade down into guardG387.9%
Souji SenpuP+K316.4%
crouch into Senkyutai1K285.8%
punchP132.7%
Senputai8K into Katoutai8KK122.5%
backdash into Karura4P+K122.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G112.3%
evade up112.3%
Tenchi In'youP+K+G81.7%
crouch into Nozuchi1P+K81.7%
evade down81.7%
Souji SenpuP+K into punchP71.4%
backdash into guardG71.4%
crouch into Shicchi Soutai3K+G71.4%
Rikensui1P61.2%

168 further openings account for the other 276 rounds.

Counted from 118 of the 162 matches played. The rest were not pulled for openings.

Lion

Career
93–74 · 55.7%
This season
48 matches · 47.9%
Peak rank
24

First hit in 39.4% of 193 rounds. Won 61.8% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souji SenpuP+K3115.7%
crouch into Senkyutai1K2814.2%
evade down into guardG2010.2%
Senputai8K into Katoutai8KK126.1%
punchP94.6%
Souji SenpuP+K into punchP73.5%
crouch into Shicchi Soutai3K+G73.5%
Senkyutai1K52.5%
evade down into Senkyutai1K52.5%
evade up52.5%
backdash into Sentai4K42.0%
evade down42.0%
Shicchi Soutai3K+G31.5%
evade down into crouch dash back31.5%
evade down into throw escape31.5%

40 further openings account for the other 51 rounds.

Goh

Career
297–251 · 54.2%
This season
20 matches · 50.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K1214.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1113.2%
Soukyu46P56.0%
crouch into Denkou3PP56.0%
AgitosogiP+K44.8%
backdash into evade down33.6%
backdash into guardG33.6%
evade down into guardG33.6%
evade up33.6%
AgitosogiP+K into punchP22.4%
Ni'oudaoshi3K+G22.4%
crouch into Batousatsu3KP22.4%
evade down into Denkou3PP22.4%
guardG22.4%
guardG into throw escape22.4%

20 further openings account for the other 22 rounds.

Pai

Career
29–11 · 72.5%
This season
14 matches · 85.7%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rikensui1P610.3%
Ensei KatanhekiP+K46.9%
Ryoushou6P+K46.9%
evade down into guardG46.9%
punchP35.2%
Danshitsu6K into Renkan Maho Chuken6P+KP23.5%
Souanshou3P+K23.5%
back, down-back punch+kick41P+K23.5%
crouch into Ensei Haikyaku4K23.5%
crouch into down-back kick1K23.5%
punchP into RenshouPP23.5%
Danshitsu6K into Danshitsu Senshou6KP11.7%
Danshitsu6K into Hi'en Rekkyaku9KK11.7%
Ensei Haikyaku4K into down-back kick1K11.7%
Ensei Soushouheki4P into Rikensui1P11.7%

21 further openings account for the other 21 rounds.

Aoi

Career
30–32 · 48.4%
This season
14 matches · 50.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G814.8%
evade down into guardG713.0%
Sayo'arashiP+K47.4%
crouch dash forward into Hou'oushu3P47.4%
NirentotsuPP into Nirentotsu OuchuPPP23.7%
backdash into guardG23.7%
kickK23.7%
kickK into Sayo'arashiP+K23.7%
Jousei Ryusenshou214P+K11.9%
Kamageri4K11.9%
Ogamigeri4K+G into down-back kick+guard1K+G11.9%
Ouda6P+K11.9%
Ouda6P+K into Sayo'arashiP+K11.9%
Sayo'arashiP+K into NirentotsuPP11.9%
Sayo'arashiP+K into Sanseigan66P+K11.9%

16 further openings account for the other 16 rounds.

Akira

Career
102–83 · 55.1%
This season
9 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Geimon Tessen46P+K+G39.1%
evade down into crouch dash forward39.1%
Jouho Senshou46P26.1%
Rimon Chouchu66P into Jouho Touken6P26.1%
Satei3K+G into Fukko3K+GP+K26.1%
SoutoP+K26.1%
backward movement into Jouho Touken6P26.1%
Chouzan Housui46P+K13.0%
Ekishou3P13.0%
Kaikyusei4P into Sayu Kaikyu4PP13.0%
backdash into Fukko3K+GP+K13.0%
backdash into Koboku214P13.0%
backdash into Youhou33P13.0%
backdash into crouch dash forward13.0%
crouch into Housui2P13.0%

9 further openings account for the other 9 rounds.

Counted from 8 of the 9 matches played. The rest were not pulled for openings.

Jean

Career
85–64 · 57.0%
This season
10 matches · 70.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Nozuchi1P+K824.2%
evade down into guardG39.1%
Gyaku Seikenzuki66P into Yoko'enpi6P26.1%
crouch into Oishitazuki3PP26.1%
evade down26.1%
evade down into Yamakuzushi6K26.1%
evade down into throwP+G26.1%
Hizageri4K into Kousenshu4KP13.0%
Nozuchi1P+K13.0%
Nukitesashi6P+K13.0%
Oihiji4P+K13.0%
backdash into Kousenshu4KP13.0%
backdash into Oihiji4P+K13.0%
backdash into Yamakuzushi6K13.0%
backdash into guardG13.0%

4 further openings account for the other 4 rounds.

Counted from 8 of the 10 matches played. The rest were not pulled for openings.

Vanessa

Career
97–77 · 55.8%
This season
47 matches · 70.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: evade up416.0%
Offensive Style: Pile Bunker312.0%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP28.0%
Offensive Style: evade up into Guard Crush TornadoK+G28.0%
Offensive Style: throw28.0%
Defensive Style: forward dash into throwP+G14.0%
Offensive Style: One Two into Combo UpperPPP14.0%
Offensive Style: Spinning Savate into Heel Kick6K+G14.0%
Offensive Style: Stopping Low Combo into Stopping Low Smash2KPP14.0%
Offensive Style: backdash into evade up14.0%
Offensive Style: crouch into down-back kick1K14.0%
Offensive Style: evade down14.0%
Offensive Style: evade down into throwP+G14.0%
Offensive Style: evade up into Spinning Savate66K+G14.0%
Offensive Style: guard into Bunker Buster9P14.0%

2 further openings account for the other 2 rounds.

Counted from 6 of the 47 matches played. The rest 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)