VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

DOOBU

  • Lau
  • Lion
Career matches2,055
Career win rate49.4%
Round win rate52.5%
Peak rank27
Distinct opponents49
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1445 #2,378 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

Goh2798146951247.8%
Lion2658729229549.7%
Lau2448725523252.4%

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

168 of 385 rounds counted

9.0 inputs a second (541 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh9.255260
Lau8.852591
Lion9.657517

By opponent's character

Akira9.254931
Sarah8.45054
Wolf9.255126
Jeffry10.05987
Lion9.15448
Brad8.14875
Shun8.350013
Eileen9.25548
Jacky8.852719
Jean8.651417
Kage8.34963
Pai9.85903
Taka9.85858
Vanessa9.95949
Aoi9.45654
Lei Fei7.94723

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

Akira136746.1%-7.5
Sarah104640.0%-7.8
Wolf105550.0%+1.9
Jeffry85362.5%+5.4
Goh63350.0%+1.8
Lion65183.3%+17.8
Brad52340.0%-16.7
Shun54180.0%+29.3
Eileen42250.0%+4.7
Jacky42250.0%+1.3
Jean42250.0%-13.8
Kage42250.0%+7.0
Lau3030.0%-63.2
Pai330100.0%+27.1
El Blaze220100.0%+44.8
Taka2020.0%-52.7
Vanessa21150.0%-12.7
Aoi110100.0%+26.5
Lei Fei110100.0%+51.5

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 Fence2011955.0%+0.5
Single Wall146842.9%-14.0
Half Fence115645.5%-1.9
Open107370.0%+18.9
Octagon74357.1%+5.3
Breakable Half Fence63350.0%-3.9
Low Fence440100.0%+53.3
Rectangle42250.0%-7.7
Full Fence31233.3%-22.4
Full Fence and Open2020.0%-52.7

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
Walls5151.0%52.8%-1.8
No walls2860.7%53.3%+7.4

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

Most played opponents, most recent first

Frumherji (Rank 24)2026/10/1242250.0%
Sevengar01 (Rank 23)2026/10/1232166.7%
SHUSHUSHU (Rank 29)2026/10/0421150.0%
king3275junghwan (Rank 26)2026/10/0421150.0%
iceGirl0-v (Rank 27)2026/09/302020.0%
maximum_miruchi (Rank 21)2026/09/29220100.0%
入れ込むかもしれない (Rank 30)2026/09/2721150.0%
kota_mofumofu (Rank 23)2026/09/27220100.0%
crazy7infinty (Rank 26)2026/09/272020.0%
こなつ (Rank 29)2026/06/0721150.0%
level_1173 (Rank 24)2026/06/0721150.0%
ace-heads69 (Rank 27)2026/06/042020.0%
headup11 (Rank 27)2026/05/1531233.3%
r1s1d8 (Rank 27)2026/05/152020.0%
marunguy (Rank 21)2026/05/0643175.0%
パパ (Rank 24)2026/04/2021150.0%
nora-tanuki07 (Rank 25)2026/03/302020.0%
cjnholife (Rank 25)2026/03/30220100.0%
mikkunn3277 (Rank 25)2026/03/29220100.0%
たけし (Rank 23)2026/03/293030.0%
cyome3316 (Rank 26)2026/03/29440100.0%
cps_shock (Rank 23)2026/03/29220100.0%
penta (Rank 21)2026/03/28330100.0%
鳶飛戾天,魚躍於淵 (Rank 23)2026/03/2831233.3%
kupipi_ff11 (Rank 24)2026/03/2862433.3%

Round openings

Every character

backdash into Sune Kudaki43P257.4%
backdash into Karura4P+K226.5%
backdash into guardG195.6%
backdash into Kirin33P144.2%
backdash into Ni'oudaoshi3K+G133.9%
backdash into Sako Soushou4P+K113.3%
punchP113.3%
Ni'oudaoshi3K+G103.0%
backdash into Garyu66K82.4%
backdash into Kyousengeri46K82.4%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G72.1%
backdash into evade down72.1%
backdash into Kokuryusatsu Todome46P+KPP61.8%
backdash into punchP61.8%
punchP into Koushu RensuiPP61.8%

106 further openings account for the other 164 rounds.

Counted from 81 of the 93 matches played. The rest were not pulled for openings.

Goh

Career
469–512 · 47.8%
This season
58 matches · 50.0%
Peak rank
27

First hit in 47.4% of 228 rounds. Won 51.9% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sune Kudaki43P2511.0%
backdash into Karura4P+K229.7%
backdash into Kirin33P146.1%
backdash into Ni'oudaoshi3K+G135.7%
backdash into guardG135.7%
Ni'oudaoshi3K+G104.4%
backdash into Garyu66K83.5%
backdash into Kyousengeri46K83.5%
punchP83.5%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G73.1%
backdash into Kokuryusatsu Todome46P+KPP62.6%
backdash into evade down62.6%
backdash into punchP52.2%
punchP into backward movement52.2%
backward movement into Ni'oudaoshi3K+G41.8%

49 further openings account for the other 74 rounds.

Counted from 54 of the 58 matches played. The rest were not pulled for openings.

Lau

Career
255–232 · 52.4%
This season
24 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sako Soushou4P+K1118.0%
backdash into guardG69.8%
Sako Soushou4P+K into punchP46.6%
RenshouPP into Renkanshou3PPP23.3%
backdash into throw escape23.3%
guardG into Sako Soushou4P+K23.3%
punchP23.3%
punchP into forward dash23.3%
Chisoutai2K+G11.6%
Chugeki6P into Hou'ou Soushou6PP11.6%
Sako Soushou4P+K into RenshouPP11.6%
Senpuga~KokeiK+G11.6%
backdash11.6%
backdash into Chisoutai2K+G11.6%
backdash into Enjin Senpukyaku4K+G11.6%

23 further openings account for the other 23 rounds.

Counted from 16 of the 24 matches played. The rest were not pulled for openings.

Lion

Career
292–295 · 49.7%
This season
11 matches · 45.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Koushu RensuiPP612.5%
crouch into Tousentai2KK+G48.3%
punchP into Souji SenpuP+K48.3%
backdash into Shicchi Soutai3K+G36.2%
Koushu RensuiPP into Renkan SenshouPPP24.2%
backdash into Kishitsu Kasensou43P24.2%
backdash into Senshippo66P24.2%
backdash into Touku Rigou Bantaitetsu46K+G24.2%
backdash into Tourou Soufu6P+K+G24.2%
crouch into Zensoutai2KK24.2%
Attai2K into Tousentai2KK+G12.1%
Koushu RensuiPP into Rensui SoushuPPP+K12.1%
Koushutai44K into Souji SenpuP+K12.1%
Sentai4K12.1%
Tanhikyaku46K12.1%

14 further openings account for the other 14 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)