VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

あ

  • Jacky
Career matches338
Career win rate60.4%
Round win rate45.7%
Peak rank25
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1139 Not ranked yet: the list needs 50 matches. See 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

Goh241981069253.5%
Jacky25130953573.1%
Wolf—103730.0%

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

208 of 208 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.7460144
Jacky8.249364

By opponent's character

Akira7.947437
Wolf8.047826
Jacky8.651317
Vanessa7.746221
Aoi7.746217
Jeffry7.243014
Lion7.545215
Pai7.343712
Jean8.55137
Lau9.15448
Sarah7.34399
Shun7.54487
Goh7.84675
Kage8.14875
Lei Fei7.44424
Taka8.04774

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

Akira92722.2%-27.7
Wolf62433.3%-2.3
Jacky52340.0%+10.8
Vanessa53260.0%+34.2
Aoi41325.0%-26.2
Jeffry32166.7%+19.2
Lion32166.7%+30.6
Pai31233.3%-27.2
Jean2020.0%-6.5
Lau21150.0%-8.7
Sarah2020.0%-42.1
Shun220100.0%+94.1
Goh110100.0%+66.3
Kage1010.0%-66.0
Lei Fei110100.0%+40.8
Taka1010.0%-66.0

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 Half Fence105550.0%+14.1
Octagon102820.0%-31.7
Half Fence73442.9%+3.8
Low Fence72528.6%+7.1
Single Wall65183.3%+36.3
Full Fence and Open32166.7%+7.8
Rectangle3030.0%-5.6
Full Fence2020.0%-54.6
Open21150.0%-9.3

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
Walls3231.2%38.7%-7.5
No walls1553.3%38.9%+14.5

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

Tesh10 (Rank 27)2026/09/14220100.0%
HOO (Rank 21)2026/09/07110100.0%
osAnKIRA (Rank 22)2026/09/0731233.3%
NEKOz (Rank 26)2026/08/311010.0%
ら族 (Rank 24)2026/08/31220100.0%
委員ちょ (Rank 21)2026/08/2721150.0%
ttfour@サラしかできないw (Rank 23)2026/07/241010.0%
mokoha_jean (Rank 21)2026/07/061010.0%
你們修武道~我修仙道!! (Rank 21)2026/07/0621150.0%
失礼!スマッシュ☆彡 (Rank 25)2026/07/062020.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/07/062020.0%
코난 (Rank 24)2026/07/052020.0%
莫丝 (Rank 21)2026/07/052020.0%
E.J (Rank 21)2026/07/0532166.7%
swhy2008 (Rank 16)2026/07/0432166.7%
夢精帝国連盟団長 (Rank 25)2026/06/301010.0%
ishida (Rank 16)2026/06/30330100.0%
三輪ですが@SRGM (Rank 24)2026/06/292020.0%
家庭内最弱の剛君 (Rank 27)2026/06/28110100.0%
gimoring (Rank 25)2026/06/281010.0%
kagesada (Rank 41)2026/06/282020.0%
マーウォ (Rank 37)2026/06/281010.0%
Umemon2026 (Rank 36)2026/06/282020.0%
ジャーキー山田 (Rank 42)2026/06/282020.0%
Sun-sin (Rank 18)2026/06/28220100.0%

Round openings

Every character

evade down146.7%
evade up125.8%
Kirin33P into guardG115.3%
crouch dash back into guardG94.3%
Kirin33P83.9%
Dash Hammer Kick66K73.4%
crouch dash back into evade down73.4%
crouch into Low Spin Kick1K+G52.4%
Soukyu46P41.9%
evade up into throw escape41.9%
throw escape41.9%
backdash into guardG31.4%
crouch into Kirin33P31.4%
evade down into Kirin33P31.4%
evade down into crouch dash forward31.4%

80 further openings account for the other 111 rounds.

Goh

Career
106–92 · 53.5%
This season
34 matches · 44.1%
Peak rank
24

First hit in 45.8% of 144 rounds. Won 48.5% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kirin33P into guardG117.6%
evade up106.9%
Kirin33P85.6%
crouch dash back into guardG85.6%
evade down85.6%
Soukyu46P42.8%
crouch dash back into evade down42.8%
evade up into throw escape42.8%
backdash into guardG32.1%
crouch into Kirin33P32.1%
evade down into Kirin33P32.1%
evade down into crouch dash forward32.1%
evade up into Hiji'ate6P32.1%
evade up into Kirin33P32.1%
guardG into throw escape32.1%

50 further openings account for the other 66 rounds.

Jacky

Career
95–35 · 73.1%
This season
16 matches · 31.2%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K710.9%
evade down69.4%
crouch into Low Spin Kick1K+G57.8%
crouch dash back into evade down34.7%
Low Spin Kick1K+G into crouch23.1%
Middle Spin Kick46K+G23.1%
Slide Shuffle (Deflect)4P+K+G23.1%
crouch dash back into Middle Kick3K23.1%
crouch dash back into Middle Smash6P23.1%
crouch dash back into Middle Spin Kick46K+G23.1%
crouch dash back into evade up23.1%
evade down into Low Spin Kick1K+G23.1%
evade up23.1%
Low Spin Kick1K+G into guardG11.6%
Spin Heel Sword4K+G into Middle Spin Kick46K+G11.6%

23 further openings account for the other 23 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)