VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

Holmes-sensei

  • Jacky
  • Wolf
  • Lau
  • Pai
  • Kage
  • Akira
Career matches8,801
Career win rate50.1%
Round win rate50.2%
Peak rank35
Distinct opponents222
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1552 #1,662 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

Goh354,0922,0492,04350.1%
Jacky323,1201,5371,58349.3%
Wolf3086643543150.2%
Lau2945023221851.6%
Pai3024813811055.6%
Kage272418675.0%
Akira26110100.0%

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

2,439 of 3,358 rounds counted

5.6 inputs a second (338 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.8346987
Goh5.6334402
Wolf5.4323406
Lau5.7343358
Pai5.5331240
Kage5.633837
Akira6.23759

By opponent's character

Wolf5.6338340
Akira5.6335209
Jacky5.7340231
Jean5.8347196
Vanessa5.7344154
Sarah5.8345142
Shun5.6336149
Goh5.6337116
Aoi5.5331154
Lion5.6336107
Pai5.7343130
Kage5.331998
Jeffry5.834691
Lau5.834996
Brad5.532971
El Blaze5.633370
Lei Fei5.332139
Eileen5.935626
Taka5.130416
Dural5.83464

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

Wolf103535051.5%-0.2
Akira71383353.5%+0.5
Jacky68313745.6%-8.5
Jean65214432.3%-13.7
Vanessa58312753.5%+1.9
Sarah52292355.8%+5.4
Shun50262452.0%+3.0
Goh49242549.0%-1.5
Aoi48282058.3%+9.0
Lion39231659.0%+11.8
Pai39152438.5%-12.7
Kage32171553.1%+2.6
Jeffry31151648.4%+6.2
Lau30201066.7%+22.2
Brad28101835.7%-9.0
El Blaze24121250.0%-2.6
Lei Fei23111247.8%+1.6
Eileen95455.6%+1.9
Taka73442.9%-9.3
Dural31233.3%-22.6

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Fence105535250.5%-0.5
Full Fence104505448.1%-2.1
Rectangle91424946.1%-3.0
Single Wall88434548.9%+2.3
Octagon84374744.0%-4.5
Breakable Half Fence79394049.4%-2.6
Half Fence78463259.0%+8.7
Low Fence72432959.7%+8.8
Open51242747.1%-2.2
Full Fence and Open48242450.0%-3.3

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls54149.4%50.1%-0.7
No walls21152.1%49.0%+3.1

Walls against open: -3.8 points (95% range -12.3 to +4.7), p 0.382 — 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

下P撃ち過ぎですか!? (Rank 26)2026/10/151412285.7%
しゅが~nsr (Rank 27)2026/10/152013765.0%
クロサギ@はなちゃん (Rank 31)2026/10/11138561.5%
BANANA (Rank 30)2026/10/112617965.4%
けいすけ新宿 (Rank 25)2026/10/112213959.1%
ぴょろすぽ (Rank 30)2026/10/10102820.0%
鳩男 (Rank 32)2026/10/101611568.8%
マクシミリアン15世 (Rank 33)2026/10/0283537.5%
ネイト・リバー (Rank 31)2026/09/2484450.0%
イイダ (Rank 31)2026/09/15126650.0%
どろパイ (Rank 31)2026/09/1582625.0%
AcidNine-JPN (Rank 29)2026/09/1298188.9%
ガリバー (Rank 29)2026/08/0582625.0%
ちょいそる (Rank 33)2026/08/051221016.7%
Koromo (Rank 32)2026/08/0572528.6%
melty01 (Rank 26)2026/07/2797277.8%
タイヨウ (Rank 30)2026/07/25104640.0%
滝太郎(Takitarou) (Rank 32)2026/07/1973442.9%
ヒ・ジハー (Rank 31)2026/06/1983537.5%
龍仙人【鬼手仏心】 (Rank 26)2026/06/19127558.3%
おむすび山▲かずkaz_kcj (Rank 29)2026/06/12123925.0%
ヘニオ (Rank 33)2026/05/312191242.9%
くろね@のびしろF (Rank 32)2026/05/282361726.1%
てーらい (Rank 32)2026/05/1084450.0%
Toragoto (Rank 27)2026/04/2292722.2%

Round openings

Every character

Dash Hammer Kick66K2227.2%
backdash into evade down2016.5%
guardG into evade down1665.4%
backdash into Spin Heel Sword4K+G1464.7%
evade down into crouch dash forward1193.9%
forward movement into punchP792.6%
Middle Smash6P672.2%
guardG into throw escape642.1%
guardG521.7%
backdash into Dash Hammer Kick66K461.5%
backdash into Karura4P+K431.4%
crouch dash forward into guardG361.2%
evade down into forward dash351.1%
forward movement into Jab Straight351.1%
guardG into punchP351.1%

501 further openings account for the other 1,745 rounds.

Counted from 760 of the 827 matches played. The rest were not pulled for openings.

Jacky

Career
1,537–1,583 · 49.3%
This season
473 matches · 48.6%
Peak rank
32

First hit in 45.2% of 1,895 rounds. Won 55.1% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 38.3% of rounds, against 25.8% in their other rounds.
  • Against Goh: backs off first in 51.8% of rounds, against 32.2% against everyone else.
  • After opening the round before by evading: evades first in 17.0% of rounds, against 10.3% after anything else.
  • After winning a round: moves in first in 12.0% of rounds, against 5.8% after losing one.
  • When behind: waits first in 18.4% of rounds, against 11.4% when ahead or level.
  • In round 1: opens with “backdash into evade down” in 12.3% of rounds, against 6.0% in their other rounds.
  • Against Akira: opens with “backdash into evade down” in 15.6% of rounds, against 6.8% against everyone else.

How is this tested?

Dash Hammer Kick66K22211.6%
backdash into Spin Heel Sword4K+G1467.7%
backdash into evade down1447.5%
guardG into evade down1015.3%
evade down into crouch dash forward804.2%
Middle Smash6P673.5%
backdash into Dash Hammer Kick66K462.4%
forward movement into Jab StraightPP321.7%
forward movement into Jab Double StraightPPP311.6%
forward movement into punchP311.6%
guardG into throw escape311.6%
evade down into Smash Straight3P301.6%
backdash into High Angle Upper Kick6K251.3%
Low Spin Kick1K+G241.3%
guardG231.2%

229 further openings account for the other 875 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean12–15 · 44%4–16 · 20%too few to test
Vanessa13–14 · 48%9–2 · 82%too few to test
Akira15–11 · 58%7–6 · 54%too few to test
Wolf13–13 · 50%7–2 · 78%too few to test
Sarah14–7 · 67%7–6 · 54%too few to test
Goh5–13 · 28%6–3 · 67%too few to test
Shun12–11 · 52%4–2 · 67%too few to test
Lion9–12 · 43%7–0 · 100%too few to test
Jacky8–10 · 44%0–7 · 0%too few to test
Pai3–9 · 25%3–5 · 38%too few to test
El Blaze3–6 · 33%5–3 · 62%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?

Wolf

Career
435–431 · 50.2%
This season
98 matches · 59.2%
Peak rank
30

First hit in 49.0% of 404 rounds. Won 57.1% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 22.4% of rounds, against 11.7% in their other rounds.
  • After winning a round: attacks straight away in 28.8% of rounds, against 16.9% after losing one.

How is this tested?

guardG into evade down215.2%
forward movement into punchP194.7%
evade down into crouch dash forward174.2%
guardG into throw escape163.9%
guardG into punchP133.2%
backdash into Mow Down Chop1P+K123.0%
evade down into Elbow Butt4P112.7%
guardG112.7%
backdash into Heavy Middle Kick3K+G102.5%
Low Hammer2P92.2%
backdash into evade down92.2%
forward movement into Elbow Butt4P92.2%
Elbow Butt4P into Jab StraightPP82.0%
Low Drop Kick62K82.0%
Rolling Savate6K+G82.0%

112 further openings account for the other 225 rounds.

Goh

Career
2,049–2,043 · 50.1%
This season
99 matches · 40.4%
Peak rank
35

First hit in 50.4% of 401 rounds. Won 55.5% of the rounds they struck first, 37.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Karura4P+K4310.7%
backdash into evade down287.0%
guardG into evade down246.0%
Soukyu46P225.5%
guardG into throw escape133.2%
kickK112.7%
backward movement into Hiji'ate6P92.2%
forward movement into punchP92.2%
evade down into crouch dash forward82.0%
crouch dash back into evade down71.7%
guardG71.7%
guardG into kickK71.7%
backdash into AgitosogiP+K61.5%
backdash into Kurogane Kudaki66P61.5%
backdash into kickK61.5%

96 further openings account for the other 196 rounds.

Pai

Career
138–110 · 55.6%
This season
58 matches · 46.5%
Peak rank
30

First hit in 46.4% of 239 rounds. Won 50.5% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP156.2%
backdash into evade down135.4%
guardG into evade down135.4%
evade down into crouch dash forward104.2%
guardG104.2%
backdash into Senchutai3K93.8%
Hi'en Tankyaku9K62.5%
Senchuken6P62.5%
evade down into guardG62.5%
Senchutai3K52.1%
evade down into forward dash52.1%
guardG into punchP52.1%
Honshin Soukyaku1K+G41.7%
backdash41.7%
backdash into Honrakukyaku46K+G41.7%

84 further openings account for the other 125 rounds.

Lau

Career
232–218 · 51.6%
This season
90 matches · 54.4%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sako Soushou4P+K55.1%
RenshouPP into Renshou Senputai3PPK44.1%
backdash into evade down44.1%
evade down into crouch dash forward44.1%
forward movement into punchP44.1%
guardG into evade down44.1%
guardG into throw escape44.1%
Chugeki6P into punchP33.1%
Fukko Kensou1P33.1%
evade down into Junho Chushou33P33.1%
Honshin Hekiken1P+K22.0%
Senchutai3K22.0%
backdash into Junho Chushou33P22.0%
backdash into Senchutai3K22.0%
backdash into Senkyaku Chushou3KP22.0%

45 further openings account for the other 50 rounds.

Counted from 23 of the 90 matches played. The rest were not pulled for openings.

Kage

Career
18–6 · 75.0%
This season
9 matches · 88.9%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down38.1%
guardG into evade down38.1%
Hagakure-ryu In Raijingeki46P+K25.4%
Ryu'eikyaku66K25.4%
backdash into Furikakato OtoshiK+G25.4%
backdash into Nakageri3K25.4%
backward movement into Nagiharai6P+K25.4%
Hagakure-ryu In Raijingeki46P+K into punchP12.7%
Hiji'uchi6P12.7%
Kouten63214P12.7%
Nagiharai6P+K12.7%
Nakageri3K into kickK12.7%
Rasen4P12.7%
Rasen4P into kickK12.7%
Ryubisen44K+G12.7%

13 further openings account for the other 13 rounds.

Not counted here: Akira. Their matches were not pulled for openings.

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 (41 here; about 2.1 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: 7 of 16 tests hold up
  • Wolf: 2 of 11 tests hold up
  • Goh: 0 of 14 tests hold up
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Kage: not tested (too few rounds)