VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

oyassangou

  • Jacky
  • Kage
  • Wolf
Career matches6,049
Career win rate51.1%
Round win rate48.0%
Peak rank32
Distinct opponents237
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1562 #1,590 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

Goh323,3041,6391,66549.6%
Kage311,41674267452.4%
Jacky311,15159156051.4%
Wolf291781186066.3%

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

2,559 of 2,713 rounds counted

5.9 inputs a second (354 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky5.83511,247
Goh6.03591,002
Kage5.8348241
Wolf5.834769

By opponent's character

Akira5.9354335
Jacky5.9355323
Wolf5.9355239
Aoi6.0359190
Goh5.7341189
Sarah5.9356159
Jean6.1366168
Shun5.9356105
Pai6.035786
Lion6.1364107
Jeffry5.734296
El Blaze5.935691
Lei Fei5.935691
Kage5.834973
Lau5.834766
Brad5.834566
Vanessa5.633761
Eileen5.834845
Taka5.734245
Dural6.136524

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

Akira86454152.3%+10.4
Jacky81275433.3%-12.4
Wolf59273245.8%-5.9
Aoi51252649.0%+5.3
Goh47232448.9%-4.5
Sarah42192345.2%-0.1
Jean40152537.5%-6.0
Shun37221559.5%+9.8
Pai31181358.1%+10.2
Lion28141450.0%+5.5
Jeffry26131350.0%+5.4
El Blaze2417770.8%+22.7
Lei Fei24101441.7%-4.5
Kage1971236.8%-9.8
Lau1751229.4%-6.5
Brad1641225.0%-16.2
Vanessa1551033.3%-7.5
Eileen136746.1%+1.2
Taka123925.0%-20.4
Dural53260.0%+24.6

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.

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

Full Fence85404547.1%+1.1
Open85394645.9%+0.8
Rectangle84463854.8%+11.5
Low Fence72254734.7%-10.2
Octagon65353053.9%+7.0
Breakable Full Fence62273543.5%-0.1
Breakable Half Fence59293049.1%+2.4
Single Wall56243242.9%-2.6
Half Fence53203337.7%-8.8
Full Fence and Open28111739.3%-13.6

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
Walls40848.3%45.8%+2.5
No walls21341.3%44.7%-3.4

Walls against open: +5.9 points (95% range -3.1 to +15.0), p 0.200 — 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

都筑まもる君 (Rank 31)2026/10/15147750.0%
タイヨウ (Rank 30)2026/10/1451420.0%
dalmax72 (Rank 27)2026/10/1087187.5%
windowkhs (Rank 29)2026/10/101811761.1%
A56-7W (Rank 28)2026/10/0653260.0%
LSt_14 (Rank 33)2026/10/0674357.1%
ワクワク (Rank 34)2026/10/046060.0%
ガリバー (Rank 30)2026/09/2952340.0%
え~る (Rank 29)2026/09/2965183.3%
カイMk.2 (Rank 33)2026/09/1473442.9%
SHUSHUSHU (Rank 31)2026/09/1473442.9%
a-week-away (Rank 29)2026/09/1472528.6%
カミナリおやじ (Rank 32)2026/09/1451420.0%
montanmo (Rank 30)2026/09/1452340.0%
Light (Rank 31)2026/09/0881712.5%
ニトロ (Rank 31)2026/07/3182625.0%
ねこまじん (Rank 33)2026/07/2951420.0%
eastrun (Rank 32)2026/07/2752340.0%
orz (Rank 29)2026/07/2186275.0%
けいすけ新宿 (Rank 32)2026/07/2061516.7%
おむすび山▲かずkaz_kcj (Rank 30)2026/07/20100100.0%
フルメタル (Rank 26)2026/07/2095455.6%
MIES/ミース (Rank 27)2026/07/2082625.0%
★★★★★ (Rank 32)2026/07/2084450.0%
MikuMartineau (Rank 32)2026/06/1063350.0%

Round openings

Every character

forward movement into punchP40117.1%
backdash into evade down1154.9%
guardG into throw escape873.7%
Low Spin Kick1K+G773.3%
backdash into Spin Heel Sword4K+G773.3%
evade up into guardG773.3%
evade down into guardG763.2%
throw escape743.2%
backdash into Karura4P+K672.9%
Ni'oudaoshi3K+G642.7%
guardG431.8%
evade up into Middle Kick3K401.7%
Dash Hammer Kick66K371.6%
forward movement into Jab Straight351.5%
forward movement into Shouda~KasumigoroshiPK331.4%

294 further openings account for the other 1,036 rounds.

Counted from 580 of the 673 matches played. The rest were not pulled for openings.

Jacky

Career
591–560 · 51.4%
This season
309 matches · 45.6%
Peak rank
31

First hit in 49.0% of 1,242 rounds. Won 49.9% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 35.6% of rounds, against 12.3% in their other rounds.
  • Against Wolf: attacks straight away in 45.6% of rounds, against 27.0% against everyone else.
  • After losing a round: moves in first in 44.8% of rounds, against 14.8% after winning one.
  • When behind: moves in first in 44.8% of rounds, against 21.4% when ahead or level.
  • In round 2: opens with “forward movement into P punch” in 23.5% of rounds, against 15.4% in their other rounds.
  • Against Sarah: opens with “backdash into 4K+G Spin Heel Sword” in 16.2% of rounds, against 5.6% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 32.9% of rounds, against 7.1% after winning one.
  • When behind: opens with “forward movement into P punch” in 31.2% of rounds, against 13.4% when ahead or level.

How is this tested?

forward movement into punchP21717.4%
Low Spin Kick1K+G776.2%
backdash into Spin Heel Sword4K+G776.2%
backdash into evade down544.3%
evade down into guardG534.2%
evade up into guardG524.2%
guardG into throw escape493.9%
evade up into Middle Kick3K403.2%
throw escape383.0%
Dash Hammer Kick66K373.0%
forward movement into Jab StraightPP332.6%
forward movement into Punch High KickPK211.7%
guardG211.7%
Middle Spin Kick46K+G171.4%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward171.4%

156 further openings account for the other 444 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky14–19 · 42%2–12 · 14%too few to test
Akira14–12 · 54%5–1 · 83%too few to test
Goh11–12 · 48%5–5 · 50%too few to test
Wolf6–7 · 46%8–8 · 50%too few to test
Shun11–8 · 58%0–0 · —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
1,639–1,665 · 49.6%
This season
290 matches · 44.8%
Peak rank
32

First hit in 54.6% of 779 rounds. Won 47.8% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • In round 3: moves in first in 38.8% of rounds, against 27.8% in their other rounds.
  • Against Sarah: moves in first in 54.1% of rounds, against 28.6% against everyone else.
  • After opening the round before by waiting: waits first in 22.0% of rounds, against 7.7% after anything else.
  • After losing a round: moves in first in 52.1% of rounds, against 16.7% after winning one.
  • When behind: moves in first in 47.2% of rounds, against 25.0% when ahead or level.
  • In round 4 or later: opens with “backdash into 4P+K Karura” in 13.5% of rounds, against 7.0% in their other rounds.
  • Against Sarah: opens with “forward movement into P punch” in 37.7% of rounds, against 17.5% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 32.4% of rounds, against 12.3% after winning one.
  • When ahead: opens with “3K+G Ni'oudaoshi” in 13.8% of rounds, against 5.1% when level or behind.

How is this tested?

forward movement into punchP14919.1%
backdash into Karura4P+K678.6%
Ni'oudaoshi3K+G648.2%
backdash into evade down465.9%
forward movement into Shouda~KasumigoroshiPK334.2%
throw escape283.6%
forward movement into Tsurane ShoudaPP263.3%
guardG into throw escape253.2%
evade down into guardG192.4%
evade up into guardG192.4%
backward movement into evade down151.9%
guardG151.9%
throwP+G151.9%
backward movement into Hiji'ate6P121.5%
Soukyu46P111.4%

98 further openings account for the other 238 rounds.

Counted from 197 of the 290 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–7 · 53%7–6 · 54%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.

93 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Kage

Career
742–674 · 52.4%
This season
57 matches · 47.4%
Peak rank
31

First hit in 56.0% of 241 rounds. Won 52.6% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G3012.4%
forward movement into punchP2711.2%
backdash into Furikakato OtoshiK+G218.7%
forward movement into HagasanePK156.2%
backdash into evade down145.8%
Ryu'eikyaku66K125.0%
forward movement into ResshouPP125.0%
guardG into throw escape93.7%
throw escape62.5%
Rasen4P52.1%
Tsumujigeri2K+G52.1%
evade up into Sunebarai4P+KP41.7%
evade up into guardG41.7%
guardG41.7%
Fusen Renkyaku6K+G31.2%

48 further openings account for the other 70 rounds.

Wolf

Career
118–60 · 66.3%
This season
17 matches · 58.8%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP811.6%
backdash into Heavy Middle Kick3K+G68.7%
forward movement into Hammer KickPK68.7%
evade down into Low Drop Kick62K45.8%
guardG into throw escape45.8%
backdash into throwP+G34.3%
guardG34.3%
evade down into Elbow Butt4P22.9%
evade up into Savate4K22.9%
evade up into guardG22.9%
forward dash into Low Drop Kick62K22.9%
forward movement into Elbow Butt4P22.9%
forward movement into Jab StraightPP22.9%
throw escape22.9%
Heavy Middle Kick3K+G11.4%

20 further openings account for the other 20 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: 8 of 15 tests hold up
  • Goh: 9 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)