VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

tamura999

  • Lau
  • Pai
Career matches5,418
Career win rate47.7%
Round win rate51.2%
Peak rank30
Distinct opponents121
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1508 #1,962 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

Goh242,8261,2701,55644.9%
Lau302,2461,1361,11050.6%
Pai2634617816851.5%

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

1,029 of 1,454 rounds counted

8.1 inputs a second (486 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.0478564
Pai8.3501335
Goh8.0478130

By opponent's character

Akira8.2493193
Pai8.3497121
Wolf8.2491107
Jacky7.847084
Jeffry8.349676
Sarah8.350070
Lau7.947368
Jean8.249535
Shun8.249339
Kage7.544930
Goh7.746339
Lion7.846835
Aoi9.255518
Vanessa7.746525
Brad7.344028
El Blaze8.651622
Taka8.048114
Lei Fei8.148317
Eileen7.54538

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

Akira54351964.8%+10.5
Pai40182245.0%+4.4
Wolf35132237.1%-19.1
Jacky29151451.7%+7.9
Jeffry28141450.0%-2.2
Sarah2720774.1%+16.5
Lau26161061.5%+0.9
Jean23101343.5%-9.2
Shun1712570.6%+15.5
Kage1641225.0%-22.9
Goh1510566.7%+10.1
Lion1431121.4%-11.8
Aoi106460.0%+12.6
Vanessa101910.0%-28.0
Brad72528.6%-7.7
El Blaze75271.4%-3.5
Taka51420.0%-31.3
Lei Fei42250.0%-8.0
Eileen220100.0%+51.2

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

Low Fence54252946.3%-9.5
Octagon41231856.1%+5.9
Breakable Half Fence38191950.0%-6.4
Half Fence38241463.2%+13.6
Full Fence34161847.1%-7.1
Open33181554.5%+10.1
Rectangle32141843.8%-4.6
Single Wall30161453.3%+1.2
Breakable Full Fence28121642.9%-1.1
Full Fence and Open1910952.6%+2.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21151.2%50.8%+0.3
No walls11750.4%51.3%-0.9

Walls against open: +1.2 points (95% range -11.4 to +13.8), p 0.852 — 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

I'mabeginner (Rank 27)2026/08/02103730.0%
mitorakujo (Rank 26)2026/07/2654180.0%
フェイス (Rank 30)2026/07/2652340.0%
Sinabro (Rank 29)2026/07/2443175.0%
Raymond·.· (Rank 28)2026/07/2398188.9%
calmknight[냠냠] (Rank 30)2026/07/2154180.0%
トマト牛乳♪ (Rank 30)2026/07/116060.0%
FOX_CQC (Rank 23)2026/06/22550100.0%
ジークリオン (Rank 36)2026/06/2051420.0%
a39611619 (Rank 21)2026/06/1576185.7%
ゅろぽ (Rank 26)2026/06/1522101245.5%
SEGAAAAAA (Rank 24)2026/06/1264266.7%
OgreAunt (Rank 26)2026/06/0492722.2%
emespink (Rank 28)2026/06/042116576.2%
twinsshine (Rank 27)2026/05/3062433.3%
T-J-J (Rank 23)2026/05/30157846.7%
あぽろん (Rank 27)2026/05/28138561.5%
hapiken (Rank 23)2026/05/27660100.0%
THE_SnASH (Rank 24)2026/05/2742250.0%
wh-ida2 (Rank 24)2026/05/2562433.3%
jinjin (Rank 29)2026/05/24115645.5%
音の勢-リック (Rank 32)2026/05/1585362.5%
楽天アキラ (Rank 29)2026/05/0754180.0%
タイヨウ (Rank 29)2026/04/2151420.0%
Koromo (Rank 31)2026/04/184040.0%

Round openings

Every character

backdash into Tenshin EngekishouP+K22015.1%
guardG1147.8%
crouch into down-back kick1K825.6%
crouch into Renkanshou3PPP543.7%
backdash into Honshin Hekiken1P+K433.0%
punchP422.9%
backdash into backward movement392.7%
backdash into Sako Soushou4P+K382.6%
backdash into Karura4P+K312.1%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK302.0%
backdash302.0%
guardG into throwP+G251.7%
guardG into evade up231.6%
backdash into Enjin Senpukyaku4K+G201.4%
backdash into Honshin Soukyaku1K+G181.2%

251 further openings account for the other 651 rounds.

Lau

Career
1,136–1,110 · 50.6%
This season
249 matches · 52.6%
Peak rank
30

First hit in 48.4% of 980 rounds. Won 55.7% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 8.8% of rounds, against 2.0% in their other rounds.
  • Against Lion: evades first in 14.6% of rounds, against 3.2% against everyone else.
  • In round 4 or later: opens with “crouch into 3PPP Renkanshou” in 9.2% of rounds, against 4.2% in their other rounds.
  • Against Wolf: opens with “G guard” in 14.7% of rounds, against 6.7% against everyone else.
  • After losing a round: opens with “G guard” in 12.2% of rounds, against 2.9% after winning one.
  • When behind: opens with “G guard” in 14.1% of rounds, against 3.9% when ahead or level.

How is this tested?

backdash into Tenshin EngekishouP+K22022.2%
guardG747.5%
crouch into Renkanshou3PPP545.4%
backdash into Honshin Hekiken1P+K434.3%
crouch into down-back kick1K414.1%
backdash into Sako Soushou4P+K383.8%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK303.0%
guardG into throwP+G232.3%
punchP232.3%
backdash into backward movement222.2%
backdash into Enjin Senpukyaku4K+G202.0%
guardG into evade up171.7%
backward movement into Chugeki6P141.4%
Koryu Tenshinkyaku6K+G131.3%
crouch into Souchuken2P121.2%

136 further openings account for the other 349 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–4 · 75%11–6 · 65%too few to test
Sarah9–3 · 75%4–3 · 57%too few to test
Wolf4–8 · 33%3–4 · 43%too few to test
Jeffry8–5 · 62%5–1 · 83%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.

How is this tested?

Pai

Career
178–168 · 51.5%
This season
86 matches · 45.4%
Peak rank
26

First hit in 45.6% of 331 rounds. Won 53.6% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 50.0% of rounds, against 22.3% after anything else.

How is this tested?

crouch into down-back kick1K4112.2%
guardG257.4%
backdash into Honshin Soukyaku1K+G185.3%
backdash154.5%
backdash into Rikensui1P154.5%
backdash into backward movement123.6%
punchP123.6%
Ensei Haijinkyaku7K+G92.7%
Ensei Haikyaku4K82.4%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK82.4%
Ensei Haijinkyaku7K+G into guardG61.8%
Kochoukyaku4K+G61.8%
backdash into Enbikyaku3K+G61.8%
backdash into Ensei Haikyaku4K61.8%
backdash into Tenshin Oushoushou46P+K61.8%

84 further openings account for the other 144 rounds.

Goh

Career
1,270–1,556 · 44.9%
This season
34 matches · 55.9%
Peak rank
24

First hit in 54.6% of 130 rounds. Won 54.9% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K3123.9%
guardG1511.5%
punchP75.4%
Hiji'ate6P53.9%
Kumite Harai (Deflect)4P+K+G53.9%
Zukotsuwari9P+K53.9%
backdash53.9%
backdash into backward movement53.9%
backward movement into Hiji'ate6P43.1%
Jibishou3P+K into guardG32.3%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G32.3%
KiribaraiK+G21.5%
backdash into Batousatsu3KP21.5%
backdash into Raikou3P21.5%
backdash into Sokkotsu Kudaki1K+G21.5%

33 further openings account for the other 34 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 (27 here; about 1.4 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

  • Lau: 6 of 15 tests hold up
  • Pai: 1 of 12 tests hold up
  • Goh: not tested (too few rounds)