VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

drnneb75

  • Jeffry
Career matches3,575
Career win rate47.0%
Round win rate49.1%
Peak rank28
Distinct opponents459
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1461 #2,258 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

Goh261,79080898245.1%
Jeffry281,78587391248.9%

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

2,290 of 4,791 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.84102,155
Goh6.6397135

By opponent's character

Wolf6.8408252
Akira6.7402216
Jacky7.0421244
Shun6.7400118
Aoi6.9413148
Pai7.0417133
Sarah6.8407154
Goh6.8408146
Kage6.8408107
Brad6.9412123
Jeffry6.8407103
Lion7.243356
El Blaze6.8409116
Lau6.841096
Eileen6.941770
Jean6.740242
Vanessa6.639457
Taka6.639762
Lei Fei6.941325
Dural6.639822

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

Wolf136716552.2%+4.0
Akira123685555.3%+5.5
Jacky118645454.2%+4.6
Shun73324143.8%-2.8
Aoi72403255.6%+4.2
Pai71393254.9%+7.5
Sarah67264138.8%-7.2
Goh63273642.9%-6.1
Kage55253045.5%-0.9
Brad51252649.0%+0.8
Jeffry50242648.0%-2.9
Lion48262254.2%+6.9
El Blaze45133228.9%-17.0
Lau44192543.2%-5.9
Eileen43261760.5%+11.8
Jean38152339.5%-8.9
Vanessa36152141.7%-6.8
Taka27121544.4%-5.2
Lei Fei1861233.3%-9.2
Dural93633.3%-17.5

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence148806854.0%+3.7
Full Fence125665952.8%+5.4
Half Fence125507540.0%-9.4
Open121517042.1%-5.0
Single Wall116506643.1%-5.0
Breakable Full Fence115655056.5%+6.5
Octagon115565948.7%+0.0
Rectangle107545350.5%+3.6
Breakable Half Fence104446042.3%-5.3
Full Fence and Open58342458.6%+6.3

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls69148.5%48.4%+0.1
No walls38547.0%48.5%-1.5

Walls against open: +1.6 points (95% range -4.7 to +7.8), p 0.619 — 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

★★★★★ (Rank 25)2026/06/2872528.6%
kupipi_ff11 (Rank 27)2026/06/2786275.0%
zebra_aria (Rank 26)2026/06/22106460.0%
SICHIROUJI (Rank 25)2026/06/2275271.4%
TAPIOKA (Rank 30)2026/06/2272528.6%
striker0123 (Rank 29)2026/06/2275271.4%
JOHNFLOE (Rank 30)2026/06/2282625.0%
ガンオンやりたひ (Rank 29)2026/06/2171614.3%
ace-heads69 (Rank 27)2026/06/2174357.1%
azn3_ayapin (Rank 29)2026/06/2173442.9%
cyome3316 (Rank 26)2026/06/2194544.4%
zxyzguy (Rank 24)2026/06/2186275.0%
zeronana (Rank 26)2026/06/2172528.6%
meine (Rank 26)2026/06/1873442.9%
jackgnhang (Rank 28)2026/06/1272528.6%
EnjoyGoodjob (Rank 23)2026/06/1174357.1%
willy-sin1970 (Rank 27)2026/06/0374357.1%
μ (Rank 25)2026/05/29149564.3%
moroQamazingdelicious (Rank 26)2026/05/2873442.9%
聖☆奈♡♡ (Rank 24)2026/05/28158753.3%
カプリッチョ (Rank 25)2026/05/25106460.0%
Zan0724 (Rank 27)2026/05/20104640.0%
タマゴン(GTR) (Rank 27)2026/05/1672528.6%
BL-801 (Rank 22)2026/04/1897277.8%
hide2480gt (Rank 21)2026/04/1095455.6%

Round openings

Every character

punchP4278.9%
evade down into guardG4058.4%
guardG2936.1%
crouch into Ducking Low2K+G1974.1%
Low Knuckle2P1643.4%
guardG into evade down1543.2%
punchP into Double KnucklePP1102.3%
backdash into crouch1002.1%
crouch into Low Knuckle2P992.1%
backdash into Karura4P+K871.8%
crouch dash back into evade down871.8%
punchP into backdash831.7%
evade down into punchP711.5%
crouch dash back671.4%
evade up541.1%

458 further openings account for the other 2,404 rounds.

Jeffry

Career
873–912 · 48.9%
This season
812 matches · 49.1%
Peak rank
28

First hit in 58.2% of 3,246 rounds. Won 52.7% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 46.7% of rounds, against 37.5% in their other rounds.
  • Against Shun: backs off first in 19.7% of rounds, against 9.8% against everyone else.
  • On Open stages: backs off first in 16.4% of rounds, against 9.6% on the other stages.
  • After opening the round before by backing off: backs off first in 16.4% of rounds, against 8.6% after anything else.
  • After losing a round: attacks straight away in 47.7% of rounds, against 38.0% after winning one.
  • When behind: attacks straight away in 46.4% of rounds, against 38.9% when ahead or level.
  • In round 1: opens with “evade down into G guard” in 13.3% of rounds, against 7.4% in their other rounds.
  • Against Taka: opens with “evade down into G guard” in 24.3% of rounds, against 8.5% against everyone else.
  • After losing a round: opens with “P punch” in 13.9% of rounds, against 8.0% after winning one.
  • When behind: opens with “P punch” in 14.6% of rounds, against 8.3% when ahead or level.

How is this tested?

punchP33910.4%
evade down into guardG2898.8%
guardG2317.1%
crouch into Ducking Low2K+G1976.0%
Low Knuckle2P1645.0%
guardG into evade down1143.5%
punchP into Double KnucklePP1103.4%
crouch into Low Knuckle2P993.0%
crouch dash back into evade down732.2%
punchP into backdash652.0%
crouch dash back541.6%
evade down into punchP531.6%
Double KnucklePP into Double Knuckle~UpperPPP471.4%
Ducking Low2K+G471.4%
kickK into Stunner KnuckleKP461.4%

290 further openings account for the other 1,341 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf31–32 · 49%17–12 · 59%too few to test
Jacky31–23 · 57%11–16 · 41%too few to test
Akira18–27 · 40%17–9 · 65%too few to test
Goh14–11 · 56%5–18 · 22%too few to test
Pai14–9 · 61%11–7 · 61%too few to test
Aoi10–10 · 50%10–10 · 50%too few to test
Sarah18–20 · 47%0–8 · 0%too few to test
Shun11–15 · 42%9–8 · 53%too few to test
Jeffry13–11 · 54%5–8 · 38%too few to test
Kage7–10 · 41%10–8 · 56%too few to test
Brad10–10 · 50%8–7 · 53%too few to test
El Blaze7–10 · 41%3–13 · 19%too few to test
Lau9–13 · 41%3–3 · 50%too few to test
Lion7–3 · 70%3–2 · 60%too few to test
Eileen9–7 · 56%5–1 · 83%too few to test
Jean5–6 · 45%3–6 · 33%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?

Goh

Career
808–982 · 45.1%
This season
375 matches · 47.2%
Peak rank
26

First hit in 54.1% of 1,519 rounds. Won 52.5% of the rounds they struck first, 42.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 43.6% of rounds, against 27.9% in their other rounds.
  • Against Lion: backs off first in 42.4% of rounds, against 27.2% against everyone else.
  • After opening the round before by evading: evades first in 27.5% of rounds, against 13.7% after anything else.
  • In round 1: opens with “backdash into crouch” in 10.9% of rounds, against 4.4% in their other rounds.
  • Against Lion: opens with “backdash into crouch” in 18.5% of rounds, against 5.2% against everyone else.
  • After opening the round before with “evade down into G guard”: opens with “evade down into G guard” in 18.1% of rounds, against 6.6% after anything else.
  • After winning a round: opens with “backdash into 4P+K Karura” in 8.1% of rounds, against 4.0% after losing one.

How is this tested?

evade down into guardG1167.6%
backdash into crouch926.0%
punchP885.7%
backdash into Karura4P+K875.7%
guardG624.0%
punchP into Tsurane ShoudaPP432.8%
backdash into backward movement412.7%
Hiji'ate6P402.6%
guardG into evade down402.6%
Ni'oudaoshi3K+G332.1%
Sune Kudaki43P332.1%
punchP into Shouda~KasumigoroshiPK291.9%
kickK241.6%
Shouda~KasumigoroshiPK into Kasumigoroshi~ShikigamiPKP231.5%
crouch into Kusabigeri2K231.5%

212 further openings account for the other 759 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–5 · 71%13–10 · 57%too few to test
Wolf17–8 · 68%2–5 · 29%too few to test
Jacky11–11 · 50%6–4 · 60%too few to test
Shun8–12 · 40%3–4 · 43%too few to test
Aoi12–6 · 67%2–3 · 40%too few to test
Lion8–9 · 47%3–3 · 50%too few to test
Pai4–13 · 24%3–1 · 75%too few to test
Eileen9–4 · 69%2–2 · 50%too few to test
Sarah5–7 · 42%3–5 · 38%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?

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 (33 here; about 1.7 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

  • Jeffry: 10 of 17 tests hold up
  • Goh: 7 of 16 tests hold up