VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

RedCap

  • Lion
  • Jacky
  • Kage
Career matches4,620
Career win rate56.0%
Round win rate52.3%
Peak rank42
Distinct opponents158
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1859 #216 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

Goh421,7771,00677156.6%
Jacky391,15862853054.2%
Kage3988450737757.4%
Lion4080144535655.6%

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

2,156 of 2,386 rounds counted

7.7 inputs a second (460 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.94771,114
Jacky7.2432833
Goh8.2489185
Kage7.846824

By opponent's character

Lau8.2494221
Jacky7.7464220
Kage7.6454215
Aoi7.6457168
Sarah7.6457158
Shun7.5449144
Wolf7.4442155
Akira7.947694
Goh7.947477
Brad7.5451102
Lion7.9476102
Pai7.7461102
Jean7.444580
Lei Fei7.344075
Taka7.544897
Vanessa7.947245
Jeffry7.645537
El Blaze7.343745
Eileen7.243519

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

Lau64293545.3%-4.2
Jacky57253243.9%-11.1
Kage55322358.2%+7.5
Aoi41271465.8%+12.0
Sarah39201951.3%-5.6
Shun39211853.9%+4.0
Wolf37162143.2%-9.6
Akira32171553.1%+0.2
Goh2821775.0%+18.6
Brad27161159.3%+8.6
Lion27161159.3%+1.6
Pai27131448.1%-10.7
Jean26141253.9%-6.7
Lei Fei2581732.0%-20.0
Taka2417770.8%+18.8
Vanessa146842.9%-6.7
Jeffry138561.5%+1.6
El Blaze117463.6%+8.8
Eileen43175.0%+16.9

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Full Fence78423653.9%+1.9
Breakable Half Fence71393254.9%+0.4
Half Fence71314043.7%-9.9
Octagon69402958.0%+5.5
Full Fence60303050.0%-6.9
Rectangle49301961.2%+6.3
Single Wall49262353.1%-1.9
Open43241955.8%+4.1
Low Fence41192246.3%-5.2
Full Fence and Open2516964.0%+7.9

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls39853.3%53.8%-0.5
No walls13351.9%52.8%-0.9

Walls against open: +0.4 points (95% range -10.4 to +11.2), p 0.946 — 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

IkebukuroSarah (Rank 37)2026/10/17116554.5%
nidaimebannai (Rank 38)2026/10/171510566.7%
jinmenusagi (Rank 42)2026/10/172071335.0%
Saibo_season2 (Rank 39)2026/10/13107370.0%
究極無敵 (Rank 38)2026/10/13139469.2%
manji_aks (Rank 42)2026/10/1164266.7%
うるヲ参拾 (Rank 39)2026/10/1174357.1%
フルレバ (Rank 36)2026/10/1186275.0%
じゃんぬ (Rank 43)2026/10/11100100.0%
Osamu_0303 (Rank 41)2026/10/11116554.5%
Nkun2026 (Rank 42)2026/10/11101910.0%
たつや (Rank 40)2026/10/111321115.4%
妹に運転を教える (Rank 38)2026/10/111410471.4%
sizzle (Rank 41)2026/10/11104640.0%
panda_kage0 (Rank 40)2026/10/1175271.4%
たたみん♪ (Rank 41)2026/10/10108280.0%
マハリータまるこ (Rank 38)2026/10/10135838.5%
klkun (Rank 42)2026/10/1095455.6%
Lig_Nic (Rank 39)2026/09/1393633.3%
ぼっさん (Rank 36)2026/09/1373442.9%
ひかる (Rank 39)2026/09/0672528.6%
Black-Swan104-_- (Rank 33)2026/07/2664266.7%
テクノモデル (Rank 35)2026/07/2674357.1%
moto__666 (Rank 39)2026/07/25129375.0%
ゲッパー (Rank 37)2026/03/2898188.9%

Round openings

Every character

crouch dash forward into guardG23115.5%
Dash Hammer Kick66K896.0%
crouch dash forward into evade up553.7%
crouch dash forward into throwP+G392.6%
Karura4P+K into forward movement382.5%
crouch dash forward into Smash Straight Jab3PP372.5%
crouch dash forward into Kirin33P312.1%
Low Spin Kick1K+G291.9%
evade down into guardG291.9%
crouch dash forward into Middle Smash6P251.7%
Sune'uchi2P231.5%
Squat Straight2P211.4%
crouch dash forward into Slant Back Knuckle1P191.3%
crouch dash forward into Squat Straight2P191.3%
backdash into Spin Heel Sword4K+G181.2%

307 further openings account for the other 790 rounds.

Counted from 366 of the 590 matches played. The rest were not pulled for openings.

Jacky

Career
628–530 · 54.2%
This season
200 matches · 52.0%
Peak rank
39

First hit in 49.6% of 829 rounds. Won 54.3% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • In round 2: moves in first in 56.0% of rounds, against 45.9% in their other rounds.
  • Against Jean: moves in first in 76.3% of rounds, against 46.2% against everyone else.
  • After losing a round: moves in first in 63.6% of rounds, against 33.7% after winning one.
  • When behind: moves in first in 63.1% of rounds, against 41.1% when ahead or level.
  • In round 1: opens with “66K Dash Hammer Kick” in 22.0% of rounds, against 7.1% in their other rounds.
  • Against Jean: opens with “crouch dash forward into 3PP Smash Straight Jab” in 11.9% of rounds, against 3.9% against everyone else.
  • On Half Fence stages: opens with “crouch dash forward into 6P Middle Smash” in 8.2% of rounds, against 2.3% on the other stages.
  • After losing a round: opens with “crouch dash forward into G guard” in 18.2% of rounds, against 5.9% after winning one.
  • When ahead: opens with “66K Dash Hammer Kick” in 12.9% of rounds, against 4.5% when level or behind.

How is this tested?

crouch dash forward into guardG9711.6%
Dash Hammer Kick66K8910.7%
crouch dash forward into Smash Straight Jab3PP374.4%
Low Spin Kick1K+G293.5%
crouch dash forward into Middle Smash6P253.0%
Squat Straight2P212.5%
crouch dash forward into Slant Back Knuckle1P192.3%
crouch dash forward into Squat Straight2P192.3%
crouch dash forward into throwP+G192.3%
evade down into guardG192.3%
backdash into Spin Heel Sword4K+G182.2%
crouch dash forward into evade up172.0%
forward dash into guardG131.6%
backward movement into Groin Kick6K+G121.4%
Middle Spin Kick46K+G101.2%

160 further openings account for the other 390 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf12–14 · 46%2–5 · 29%too few to test
Jacky7–4 · 64%4–2 · 67%too few to test
Kage7–9 · 44%2–3 · 40%too few to test
Aoi8–9 · 47%2–0 · 100%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
1,006–771 · 56.6%
This season
104 matches · 67.3%
Peak rank
42

First hit in 54.5% of 413 rounds. Won 59.1% of the rounds they struck first, 59.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 75.0% of rounds, against 55.3% in their other rounds.
  • After winning a round: attacks straight away in 37.4% of rounds, against 14.0% after losing one.
  • When ahead: attacks straight away in 36.2% of rounds, against 16.1% when level or behind.
  • After losing a round: opens with “crouch dash forward into G guard” in 29.4% of rounds, against 18.4% after winning one.
  • When behind: opens with “crouch dash forward into G guard” in 33.3% of rounds, against 19.5% when ahead or level.

How is this tested?

crouch dash forward into guardG9923.9%
Karura4P+K into forward movement389.2%
crouch dash forward into Kirin33P317.5%
crouch dash forward into evade up297.0%
Sune'uchi2P235.5%
crouch dash forward into Tsukikage6K163.9%
crouch dash forward into throwP+G153.6%
crouch dash forward into Jibishou3P+K92.2%
crouch dash forward into Hiji'ate6P81.9%
Hiji'ate6P71.7%
evade down into Kirin33P71.7%
evade down into guardG71.7%
crouch dash forward into Shouda~KasumigoroshiPK61.4%
crouch dash forward into kickK61.4%
evade down into evade up61.4%

74 further openings account for the other 108 rounds.

Lion

Career
445–356 · 55.6%
This season
279 matches · 50.2%
Peak rank
40

First hit in 54.5% of 220 rounds. Won 55.0% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG3114.1%
crouch dash forward into Rakugekishou3PP167.3%
Juchou Senshou8P+K135.9%
crouch dash forward into evade up73.2%
evade down into Rakugekishou3PP73.2%
Katousui2P62.7%
backdash into Sentai4K62.7%
crouch dash forward into Senkyutai1K62.7%
backdash into Souji SenpuP+K52.3%
crouch dash forward into throwP+G52.3%
Banchu6P into Banchu Renkanshu6PP41.8%
Juchou Senshou8P+K into Souji SenpuP+K41.8%
backdash into Kishitsu Kasensou43P41.8%
crouch dash forward into Banchu Renkanshu6PP41.8%
evade up into crouch dash forward41.8%

73 further openings account for the other 98 rounds.

Counted from 55 of the 279 matches played. The rest were not pulled for openings.

Kage

Career
507–377 · 57.4%
This season
7 matches · 28.6%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Shippuzan3PP416.7%
crouch dash forward into guardG416.7%
crouch dash forward into Fusenjin3P28.3%
crouch dash forward into evade up28.3%
Hagakure-ryu In Raijingeki46P+K14.2%
Jizuridan2P into Hagakure-ryu In Raijingeki46P+K14.2%
Ryubisen44K+G14.2%
Senpujin2P+K14.2%
backdash into Fusenjin3P14.2%
backward movement into Nagiharai6P+K14.2%
crouch dash forward into Hagakure-ryu In Raijingeki46P+K14.2%
crouch dash forward into Nirenkyaku3KK14.2%
crouch dash forward into punchP14.2%
crouch dash forward into throw escape14.2%
crouch into Tsumujigeri2K+G14.2%

1 further openings account for the other 1 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 (30 here; about 1.5 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

  • Jacky: 9 of 15 tests hold up
  • Goh: 5 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)