VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

Eat_in_Toyama

  • Jeffry
  • Akira
  • Lei Fei
Career matches689
Career win rate54.9%
Round win rate51.7%
Peak rank26
Distinct opponents51
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1306 #3,093 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

Goh2646725321454.2%
Jeffry23113516245.1%
Lei Fei2159421771.2%
Akira2150321864.0%

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

401 of 404 rounds counted

5.9 inputs a second (354 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.9353301
Jeffry5.533249
Akira6.338040
Lei Fei6.539211

By opponent's character

Akira6.237067
Aoi6.035866
Sarah5.835157
Goh5.633634
Jeffry5.633432
Lei Fei5.835028
Wolf6.639324
Brad5.834812
Jacky6.035813
Lau5.331614
Lion6.136510
Pai5.432611
Vanessa5.834813
Dural6.43867
Jean5.83509
El Blaze5.93544

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

Akira1710758.8%+1.5
Aoi157846.7%-4.9
Sarah1510566.7%+23.0
Goh95455.6%+8.5
Jeffry92722.2%-25.1
Lei Fei74357.1%+0.1
Wolf65183.3%+28.5
Brad32166.7%-3.4
Jacky31233.3%-27.9
Lau31233.3%-19.4
Lion32166.7%+7.6
Pai32166.7%+21.5
Vanessa31233.3%-23.3
Dural2020.0%-46.3
Jean21150.0%-12.1
El Blaze1010.0%-33.2

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 Fence1771041.2%-10.4
Octagon137653.9%+8.4
Breakable Half Fence126650.0%-2.4
Low Fence126650.0%-6.1
Single Wall127558.3%+7.7
Half Fence105550.0%-9.5
Rectangle105550.0%-7.8
Full Fence84450.0%+2.7
Full Fence and Open220100.0%+36.8
Open220100.0%+54.1

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
Walls7048.6%51.6%-3.0
No walls2657.7%53.0%+4.7

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

a39611619 (Rank 21)52340.0%
亀 (Rank 24)52340.0%
oukwang (Rank 13)42250.0%
ぽん (Rank 27)42250.0%
CHASER (Rank 21)330100.0%
LOA-ROAR (Rank 15)31233.3%
NEKOz (Rank 24)32166.7%
kimxxxtt (Rank 22)3030.0%
meine (Rank 26)32166.7%
t_k_o_7 (Rank 12)32166.7%
☆瞳氷☆ (Rank 23)32166.7%
零ジャック (Rank 26)31233.3%
김치 (Rank 24)32166.7%
BANANA (Rank 27)220100.0%
KAISER (Rank 26)2020.0%
SouzaTheo (Rank 24)220100.0%
avolpe (Rank 22)220100.0%
gimoring (Rank 25)220100.0%
penta (Rank 21)220100.0%
shinkita (Rank 21)220100.0%
syounai (Rank 26)21150.0%
uns/em (Rank 23)220100.0%
user (Rank 23)21150.0%
神無月夏美@Vtuber (Rank 25)2020.0%
銀 (Rank 22)220100.0%

Most played opponents, most recent first

uns/em (Rank 23)2026/07/02220100.0%
亀 (Rank 24)2026/06/2852340.0%
CHASER (Rank 21)2026/06/22330100.0%
零ジャック (Rank 26)2026/06/1931233.3%
ぽん (Rank 27)2026/06/1942250.0%
銀 (Rank 22)2026/06/17220100.0%
KAISER (Rank 26)2026/06/172020.0%
meine (Rank 26)2026/06/1632166.7%
김치 (Rank 24)2026/06/1632166.7%
syounai (Rank 26)2026/06/1521150.0%
gimoring (Rank 25)2026/06/15220100.0%
BANANA (Rank 27)2026/06/14220100.0%
☆瞳氷☆ (Rank 23)2026/06/1432166.7%
NEKOz (Rank 24)2026/06/1232166.7%
神無月夏美@Vtuber (Rank 25)2026/06/072020.0%
user (Rank 23)2026/06/0721150.0%
SouzaTheo (Rank 24)2026/06/07220100.0%
a39611619 (Rank 21)2026/06/0752340.0%
shinkita (Rank 21)2026/06/07220100.0%
kimxxxtt (Rank 22)2026/06/063030.0%
penta (Rank 21)2026/05/23220100.0%
avolpe (Rank 22)2026/05/18220100.0%
LOA-ROAR (Rank 15)2026/05/1831233.3%
t_k_o_7 (Rank 12)2026/05/1832166.7%
oukwang (Rank 13)2026/05/1842250.0%

Round openings

Every character

punchP327.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G286.9%
backdash into Karura4P+K205.0%
Karura4P+K153.7%
Urahiji44P133.2%
Soukyu46P112.7%
crouch into Ni'oudaoshi3K+G102.5%
Garyu66K92.2%
backward movement into Hiji'ate6P82.0%
crouch into Raikou3P71.7%
punchP into backdash71.7%
Jouho Senshou46P61.5%
throwP+G61.5%
Kurogane Kudaki66P51.2%
kickK51.2%

150 further openings account for the other 222 rounds.

Goh

Career
253–214 · 54.2%
This season
76 matches · 54.0%
Peak rank
26

First hit in 51.3% of 304 rounds. Won 53.2% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G289.2%
punchP289.2%
backdash into Karura4P+K206.6%
Karura4P+K154.9%
Urahiji44P134.3%
Soukyu46P113.6%
crouch into Ni'oudaoshi3K+G103.3%
Garyu66K93.0%
backward movement into Hiji'ate6P82.6%
crouch into Raikou3P72.3%
punchP into backdash62.0%
throwP+G62.0%
Kurogane Kudaki66P51.6%
kickK51.6%
Hiji'ate6P41.3%

83 further openings account for the other 129 rounds.

Jeffry

Career
51–62 · 45.1%
This season
12 matches · 41.7%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Ducking Low2K+G36.1%
punchP36.1%
Low Knuckle2P24.1%
backdash into Tsunami Beat3K+G24.1%
crouch into Side Kick3K24.1%
Dash Elbow66P12.0%
Destruction WaveK+G12.0%
Elbow Butt6P12.0%
Elbow Butt6P into backdash12.0%
Head Attack46P+K12.0%
Heavy Back Knuckle4P into Threat StanceP+K+G12.0%
Knuckle KickPK into Combo Pile BunkerPKP12.0%
Low Knuckle2P into Knee Attack6K12.0%
Low Knuckle2P into forward dash12.0%
Low Knuckle2P into punchP12.0%

27 further openings account for the other 27 rounds.

Akira

Career
32–18 · 64.0%
This season
10 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Senshou46P615.0%
Rimon Chouchu66P410.0%
crouch into Youhou33P37.5%
Rimon Chouchu66P into Jouho Touken6P25.0%
Koboku214P12.5%
Rimon Chouchu66P into forward dash12.5%
Satei3K+G into Fukko3K+GP+K12.5%
Satei3K+G into Goko Shutsudou3K+GP12.5%
Senzankou66P+K12.5%
SoutoP+K12.5%
SoutoP+K into crouch dash forward12.5%
Youteitou6K into Kenhou6KP12.5%
backdash into Fukko3K+GP+K12.5%
backdash into Youhou33P12.5%
backdash into evade down12.5%

14 further openings account for the other 14 rounds.

Lei Fei

Career
42–17 · 71.2%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Kochouheki (Deflect)236P+K218.2%
Chutenhou3P into evade down19.1%
Fukusoushou2P into Kakushu Suigeki6P19.1%
Toushou66P into backdash19.1%
backdash into Rigoutai6K19.1%
backward movement into Kaisei Tento1P+K19.1%
crouch into Kaisei Tento1P+K19.1%
crouch into Soushou2P+K19.1%
evade up into Souhikyaku9K+G19.1%
punchP into Sayu ShoukenPP19.1%

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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: 0 of 13 tests hold up
  • Jeffry: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)