VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Goh

hiNo공팔일삼

  • Lau
  • Jean
Career matches3,190
Career win rate53.1%
Round win rate48.3%
Peak rank33
Distinct opponents129
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1575 #1,516 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

Goh322,4051,2691,13652.8%
Jean3353628625053.4%
Lau3024913811155.4%

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

945 of 1,014 rounds counted

10.7 inputs a second (639 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh10.8651471
Lau10.5630272
Jean10.4623202

By opponent's character

Jacky10.8649123
Wolf10.8649127
Akira10.7642102
Goh10.663696
Jeffry10.261482
Shun10.362069
Sarah10.764268
Kage11.166446
Pai10.361639
Jean10.764126
Lion10.663826
Aoi10.663527
El Blaze11.066016
Eileen11.166316
Lau11.267022
Vanessa10.059916
Brad11.267320
Lei Fei10.060017
Dural11.87057

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

Jacky33161748.5%-3.8
Wolf31171454.8%+8.4
Akira26121446.1%-0.1
Goh25141156.0%+10.4
Jeffry2191242.9%-2.7
Shun1981142.1%-12.7
Sarah168850.0%+10.7
Kage113827.3%-18.5
Pai106460.0%+4.8
Jean84450.0%+7.2
Lion85362.5%+8.6
Aoi73442.9%-8.8
El Blaze73442.9%-2.4
Eileen62433.3%-16.5
Lau61516.7%-31.8
Vanessa62433.3%-13.3
Brad53260.0%+16.5
Lei Fei43175.0%+31.7
Dural21150.0%+10.7

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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 Fence38142436.8%-11.4
Rectangle32181456.2%+10.1
Octagon28121642.9%-6.5
Breakable Full Fence24101441.7%-8.0
Low Fence2391439.1%-5.5
Single Wall2291340.9%-12.7
Full Fence2011955.0%+8.3
Open2011955.0%+8.5
Half Fence1910952.6%+4.2
Full Fence and Open85362.5%+18.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16146.6%47.8%-1.2
No walls6544.6%47.9%-3.3

Walls against open: +2.0 points (95% range -13.4 to +17.5), p 0.795 — 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

saku2923 (Rank 31)2026/10/173030.0%
くーる (Rank 27)2026/10/0432166.7%
ミルク警察 (Rank 32)2026/10/0332166.7%
twinsshine (Rank 27)2026/10/0332166.7%
BANANA (Rank 30)2026/09/2861516.7%
オムレツハンター© (Rank 32)2026/09/2732166.7%
masazo1111 (Rank 34)2026/09/0395455.6%
KillBill (Rank 31)2026/09/0364266.7%
danimura (Rank 34)2026/09/0263350.0%
dr5046_ryo (Rank 31)2026/09/0241325.0%
jiwoonpk (Rank 33)2026/09/0243175.0%
zephyr_dural (Rank 30)2026/09/023030.0%
ハミィ(DQ10の使者) (Rank 28)2026/08/3132166.7%
DDaDDai (Rank 28)2026/08/31440100.0%
釜猫 (Rank 27)2026/08/3142250.0%
44884 (Rank 29)2026/08/31330100.0%
AzaeManV (Rank 32)2026/08/3031233.3%
いそまるGOLDEN (Rank 28)2026/08/2431233.3%
VanWinkle (Rank 33)2026/08/2432166.7%
まろん (Rank 32)2026/08/244040.0%
saw121 (Rank 30)2026/06/2032166.7%
クレウル (Rank 33)2026/06/204040.0%
Bob-Takkun (Rank 34)2026/06/1532166.7%
posakira (Rank 32)2026/06/153030.0%
gear8570 (Rank 36)2026/06/154040.0%

Round openings

Every character

backdash into Karura4P+K10710.8%
kickK545.5%
crouch dash back into Karura4P+K525.3%
backdash into Oihiji4P+K262.6%
backdash into evade up262.6%
backdash into evade down252.5%
backdash into Sune Kudaki43P161.6%
crouch dash back into Chisoutai2K+G161.6%
backdash into Sako Soushou4P+K131.3%
backdash into Chisoutai2K+G121.2%
backdash into Shitanagi Shutou1P121.2%
crouch dash back into Kirin33P121.2%
Gyaku Seikenzuki66P111.1%
backward movement into Karura4P+K111.1%
crouch dash forward into guardG111.1%

291 further openings account for the other 583 rounds.

Counted from 244 of the 251 matches played. The rest were not pulled for openings.

Goh

Career
1,269–1,136 · 52.8%
This season
129 matches · 51.2%
Peak rank
32

First hit in 58.8% of 514 rounds. Won 53.3% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 80.6% of rounds, against 58.8% in their other rounds.
  • Against Shun: backs off first in 86.0% of rounds, against 61.9% against everyone else.
  • After opening the round before by backing off: backs off first in 64.5% of rounds, against 42.4% after anything else.
  • In round 1: opens with “crouch dash back into 4P+K Karura” in 20.2% of rounds, against 6.7% in their other rounds.

How is this tested?

backdash into Karura4P+K10720.8%
crouch dash back into Karura4P+K5210.1%
kickK489.3%
backdash into Sune Kudaki43P163.1%
backdash into evade up122.3%
crouch dash back into Kirin33P122.3%
backward movement into Karura4P+K112.1%
crouch into Denkou3PP112.1%
backdash into Kirin33P91.8%
backdash into evade down81.6%
Soukyu46P into forward movement71.4%
backdash into Sune'uchi2P71.4%
crouch dash forward into Maegeri3K71.4%
crouch dash forward into kickK71.4%
backdash into AgitosogiP+K51.0%

111 further openings account for the other 196 rounds.

Lau

Career
138–111 · 55.4%
This season
66 matches · 56.1%
Peak rank
30

First hit in 56.7% of 245 rounds. Won 57.5% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Chisoutai2K+G166.5%
backdash into evade down145.7%
backdash into Sako Soushou4P+K135.3%
backdash into Chisoutai2K+G124.9%
backdash into evade up114.5%
backdash into Junho Chushou33P104.1%
backdash into Fukko Kensou1P93.7%
crouch dash back into Fukko Kensou1P72.9%
crouch dash forward into Junho Chushou33P72.9%
Chugeki6P into Hou'ou Soushou6PP62.5%
kickK62.5%
Shakashou3P into RenshouPP52.0%
crouch dash forward into punchP41.6%
RenshouPP into Renkanshou3PPP31.2%
backdash into Junho Renshou33PP31.2%

92 further openings account for the other 119 rounds.

Counted from 59 of the 66 matches played. The rest were not pulled for openings.

Jean

Career
286–250 · 53.4%
This season
56 matches · 30.4%
Peak rank
33

First hit in 56.0% of 225 rounds. Won 43.6% of the rounds they struck first, 33.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Oihiji4P+K2611.4%
backdash into Shitanagi Shutou1P125.3%
Gyaku Seikenzuki66P114.8%
backdash into Gyaku Seikenzuki66P104.4%
crouch dash back into Agezuki3P+K73.1%
Hizageri4K into Kousenshu4KP62.6%
crouch dash forward into guardG62.6%
Gyaku Seikenzuki66P into forward movement52.2%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP52.2%
crouch dash back into Oihiji4P+K41.8%
crouch dash back into Shitanagi Shutou1P41.8%
crouch dash forward into Kousenshu4KP41.8%
crouch into Oishitazuki3PP41.8%
Gyaku Seikenzuki66P into backdash31.3%
Yoko'enpi6P31.3%

83 further openings account for the other 117 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).
  • 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: 4 of 15 tests hold up
  • Lau: not tested (too few rounds)
  • Jean: not tested (too few rounds)