VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

hugiaheua

  • Jacky
Career matches318
Career win rate72.6%
Round win rate68.9%
Peak rank32
Distinct opponents80
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1598 #1,364 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

Goh322281587069.3%
Jacky2390731781.1%

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

557 of 557 rounds counted

6.8 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.0418322
Jacky6.4386235

By opponent's character

Akira6.237284
Wolf7.243483
Jacky6.941371
Sarah6.539348
Goh6.337855
Lau7.042226
Lion7.142827
El Blaze6.840524
Kage7.041826
Vanessa6.840521
Aoi6.438414
Pai6.841018
Brad6.639616
Jeffry6.841115
Lei Fei6.941213
Shun7.745913
Taka5.93543

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

Akira2320387.0%+13.3
Wolf2015575.0%-5.0
Jacky1811761.1%-10.2
Sarah16160100.0%+17.8
Goh148657.1%-20.4
Lau770100.0%+14.1
Lion74357.1%-22.8
El Blaze65183.3%-0.8
Kage63350.0%-29.9
Vanessa65183.3%-2.4
Aoi550100.0%+22.5
Pai54180.0%+6.6
Brad43175.0%+20.7
Jeffry440100.0%+16.7
Lei Fei42250.0%-23.0
Shun330100.0%+11.2
Taka110100.0%+12.7

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 Fence2415962.5%-16.2
Single Wall2317673.9%-1.2
Open2013765.0%-18.1
Low Fence1716194.1%+17.0
Breakable Half Fence14140100.0%+26.1
Octagon1210283.3%+0.1
Half Fence119281.8%+3.6
Rectangle107370.0%+4.1
Full Fence770100.0%+17.6
Full Fence and Open660100.0%+14.5

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
Walls7879.5%77.0%+2.5
No walls6076.7%78.0%-1.4

Walls against open: +3.9 points (95% range -12.0 to +19.8), p 0.632 — 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

[VirtuAnalytics]SuperGolden (Rank 33)2026/09/2232166.7%
tubaki_ok (Rank 28)2026/08/23440100.0%
gimoring (Rank 27)2026/08/23220100.0%
REDdog.狂犬 (Rank 33)2026/08/232020.0%
akimaru7 (Rank 31)2026/08/2341325.0%
フンバルト・ヘーデル (Rank 30)2026/07/2432166.7%
gzwiz53 (Rank 27)2026/07/23220100.0%
arafif-50 (Rank 26)2026/07/2321150.0%
Evolution.K (Rank 27)2026/07/2221150.0%
jinteist202 (Rank 21)2026/07/22220100.0%
itiaki_1016 (Rank 28)2026/07/2221150.0%
okb@j>おーけーびー (Rank 29)2026/07/2241325.0%
ziend-2525 (Rank 26)2026/07/22220100.0%
wh-ida2 (Rank 23)2026/07/22220100.0%
hahaha (Rank 28)2026/07/22330100.0%
なお (Rank 26)2026/06/2232166.7%
easternyouth (Rank 13)2026/06/2131233.3%
ちくわ (Rank 13)2026/06/21220100.0%
YAS2000tt (Rank 11)2026/06/21220100.0%
allgonnaworkout (Rank 6)2026/06/21990100.0%
kobaman (Rank 25)2026/06/2151420.0%
omuretukun (Rank 21)2026/06/211211191.7%
ユーキャン (Rank 1)2026/06/21220100.0%
[Garnet]agingcurvedAjeossi (Rank 21)2026/06/21330100.0%
mpxi2017 (Rank 17)2026/06/21330100.0%

Round openings

Every character

Soukyu46P559.8%
Dash Hammer Kick66K into High Angle Upper Kick6K305.4%
Dash Hammer Kick66K234.1%
punchP into Jab StraightPP234.1%
Maegeri3K203.6%
Low Spin Kick1K+G193.4%
Sune'uchi2P193.4%
backdash into Karura4P+K193.4%
backdash into evade down162.9%
Hiji'ate6P142.5%
Bil Jee6P+K132.3%
forward dash into throwP+G122.1%
backdash into guardG112.0%
Jab StraightPP into Jab Double StraightPPP101.8%
punchP101.8%

115 further openings account for the other 265 rounds.

Goh

Career
158–70 · 69.3%
This season
82 matches · 73.2%
Peak rank
32

First hit in 46.2% of 316 rounds. Won 73.3% of the rounds they struck first, 58.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Soukyu46P5517.1%
Maegeri3K206.2%
Sune'uchi2P195.9%
backdash into Karura4P+K195.9%
Hiji'ate6P144.3%
backdash into guardG103.1%
backdash into evade down92.8%
Raikou3P into Denkou3PP82.5%
Kurogane Kudaki66P into Hiji'ate6P61.9%
forward dash into throwP+G61.9%
Maegeri3K into Batousatsu3KP51.6%
Maegeri3K into punchP51.6%
Raikou3P into punchP51.6%
backdash into backward movement51.6%
backward movement into Hiji'ate6P51.6%

70 further openings account for the other 131 rounds.

Jacky

Career
73–17 · 81.1%
This season
67 matches · 83.6%
Peak rank
23

First hit in 45.9% of 233 rounds. Won 78.5% of the rounds they struck first, 70.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K3012.7%
Dash Hammer Kick66K239.7%
punchP into Jab StraightPP239.7%
Low Spin Kick1K+G198.0%
Bil Jee6P+K135.5%
Jab StraightPP into Jab Double StraightPPP104.2%
crouch dash back into Smash Straight3P93.8%
crouch dash forward into Smash Straight3P93.8%
backdash into evade down73.0%
Dash Hammer Kick66K into kickK62.5%
forward dash into throwP+G62.5%
punchP62.5%
Middle Smash6P52.1%
Middle Spin Kick46K+G52.1%
backdash into Beat KnuckleP+K41.7%

42 further openings account for the other 62 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: 0 of 15 tests hold up
  • Jacky: not tested (too few rounds)