VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

uecho

  • Akira
Career matches3,278
Career win rate54.0%
Round win rate48.8%
Peak rank36
Distinct opponents140
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1746 #596 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

Goh361,74593780853.7%
Akira311,00652648052.3%
Jeffry—52730622158.1%

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

1,583 of 1,741 rounds counted

8.4 inputs a second (501 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.35011,521
Akira8.551062

By opponent's character

Jacky8.3496234
Akira8.5508138
Lion8.4503126
Wolf8.5508115
Pai8.7519120
Shun8.3499104
El Blaze8.3496104
Kage8.249465
Lau8.148664
Vanessa8.249071
Jean8.450366
Sarah8.450478
Goh8.249465
Lei Fei8.550955
Jeffry8.450332
Taka8.249449
Brad8.349835
Dural8.551331
Aoi8.751922
Eileen8.04819

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

Jacky66214531.8%-15.2
Akira36181850.0%-2.6
Lion35181751.4%+9.6
Wolf31131841.9%-5.5
Pai30191163.3%+12.9
Shun26131350.0%+1.7
El Blaze2415962.5%+12.3
Kage23111247.8%+8.2
Lau2191242.9%-10.5
Vanessa2071335.0%-10.9
Jean1815383.3%+33.9
Sarah1861233.3%-16.1
Goh169756.2%+6.2
Lei Fei169756.2%+4.0
Jeffry126650.0%-12.0
Taka125741.7%-0.8
Brad95455.6%+0.9
Dural85362.5%+16.2
Aoi62433.3%-15.7
Eileen21150.0%-5.9

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Breakable Half Fence62283445.2%-3.5
Low Fence56312555.4%+5.3
Full Fence55253045.5%-0.1
Half Fence40182245.0%-6.4
Open40202050.0%+4.8
Rectangle40241660.0%+13.0
Octagon37152240.5%-7.0
Breakable Full Fence34102429.4%-19.8
Single Wall2820871.4%+20.7
Full Fence and Open1910952.6%+4.0

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
Walls26844.8%47.8%-3.0
No walls12457.3%49.4%+7.9

Walls against open: -10.9 points (95% range -21.3 to -0.4), p 0.041 — a difference this size is unlikely to be chance.

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

Umemon2026 (Rank 29)2026/10/041861233.3%
icepiccck (Rank 35)2026/09/1453260.0%
BigBoin (Rank 33)2026/09/1474357.1%
寿司眼鉄 (Rank 38)2026/09/14113827.3%
オムレツハンター© (Rank 34)2026/09/1374357.1%
都筑まもる君 (Rank 34)2026/09/1083537.5%
zakisan (Rank 37)2026/08/23112918.2%
LEO (Rank 36)2026/08/2353260.0%
かえる (Rank 38)2026/08/2351420.0%
テクノモデル (Rank 33)2026/08/231441028.6%
BONZE_ADVENTURE (Rank 33)2026/08/2364266.7%
漂泊の民回線ジプシー (Rank 37)2026/08/2363350.0%
たたみん♪ (Rank 37)2026/08/2262433.3%
使われジュニア。 (Rank 36)2026/08/2252340.0%
HB (Rank 30)2026/08/021110190.9%
どっせ参謀 (Rank 36)2026/06/2652340.0%
みんみんさん (Rank 35)2026/06/20125741.7%
えなお (Rank 34)2026/06/0985362.5%
マーウォ (Rank 34)2026/06/07103730.0%
striker0123 (Rank 27)2026/06/0764266.7%
ジョイソル (Rank 32)2026/06/0754180.0%
∈挙動不審∋ (Rank 34)2026/05/2863350.0%
滝太郎(Takitarou) (Rank 32)2026/05/2843175.0%
ダンプよっし~改 (Rank 37)2026/05/0951420.0%
aona (Rank 33)2026/04/2042250.0%

Round openings

Every character

backdash into Kyousengeri46K23513.5%
crouch into Sune'uchi2P21212.1%
backdash into Karura4P+K1297.4%
backdash into Soukyu46P885.0%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G764.3%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP724.1%
throwP+G603.4%
backdash into Sune Kudaki43P533.0%
backdash into guardG452.6%
backdash into Kokuryusatsu Todome46P+KPP392.2%
backdash into backward movement382.2%
backdash into Aragami4K331.9%
forward dash into throwP+G311.8%
backdash into Maegeri3K301.7%
Soukyu46P into punchP281.6%

153 further openings account for the other 577 rounds.

Goh

Career
937–808 · 53.7%
This season
415 matches · 48.2%
Peak rank
36

First hit in 58.7% of 1,667 rounds. Won 51.8% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 56.4% of rounds, against 43.4% in their other rounds.
  • Against El Blaze: moves in first in 13.1% of rounds, against 3.7% against everyone else.
  • After opening the round before by evading: attacks straight away in 38.9% of rounds, against 24.8% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 7.8% of rounds, against 3.0% after anything else.
  • In round 1: opens with “backdash into 46K Kyousengeri” in 24.3% of rounds, against 10.6% in their other rounds.
  • Against Jacky: opens with “backdash into 46K Kyousengeri” in 25.3% of rounds, against 11.8% against everyone else.
  • On Breakable Half Fence stages: opens with “backdash into 46K Kyousengeri” in 19.1% of rounds, against 12.7% on the other stages.

How is this tested?

backdash into Kyousengeri46K23513.9%
crouch into Sune'uchi2P21212.6%
backdash into Karura4P+K1297.7%
backdash into Soukyu46P885.2%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G764.5%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP724.3%
throwP+G603.6%
backdash into Sune Kudaki43P533.1%
backdash into guardG432.5%
backdash into Kokuryusatsu Todome46P+KPP392.3%
backdash into backward movement362.1%
backdash into Aragami4K332.0%
backdash into Maegeri3K301.8%
forward dash into throwP+G301.8%
Soukyu46P into punchP281.7%

126 further openings account for the other 520 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky12–29 · 29%7–12 · 37%too few to test
Akira11–8 · 58%6–7 · 46%too few to test
Lion11–11 · 50%6–6 · 50%too few to test
Pai12–9 · 57%5–2 · 71%too few to test
Wolf6–9 · 40%5–8 · 38%too few to test
El Blaze7–4 · 64%7–3 · 70%too few to test
Kage4–6 · 40%6–4 · 60%too few to test
Shun3–5 · 38%8–4 · 67%too few to test
Lau7–9 · 44%2–2 · 50%too few to test
Vanessa1–10 · 9%3–1 · 75%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?

Akira

Career
526–480 · 52.3%
This season
14 matches · 50.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Chouzan Housui46P+K1016.1%
Rimon Chouchu66P into Jouho Touken6P46.5%
crouch dash back into Koboku214P46.5%
crouch into Housui2P46.5%
evade down into Souka Housui3P+K34.8%
Rimon Chouchu66P into Hachimon KaidaPP23.2%
Rimon Chouchu66P into punchP23.2%
Senzankou66P+K into throwP+G23.2%
backdash into Sokutai3K23.2%
backdash into Souka Housui3P+K23.2%
backdash into backward movement23.2%
backdash into crouch23.2%
backdash into guardG23.2%
forward dash into Jouho Touken6P23.2%
Chouyoushu1P11.6%

18 further openings account for the other 18 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 (16 here; about 0.8 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

  • Goh: 7 of 16 tests hold up
  • Akira: not tested (too few rounds)