VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

マッスルトマト

  • Jeffry
  • Wolf
  • Lau
  • Aoi
  • Taka
  • Brad
Career matches5,206
Career win rate49.6%
Round win rate50.1%
Peak rank26
Distinct opponents218
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1358 #2,883 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

Goh262,3291,1191,21048.0%
Wolf261,08556152451.7%
Aoi2353326626749.9%
Jeffry2442720921849.0%
Brad2430916014951.8%
Taka2430416414054.0%
Lau2321910411547.5%

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

1,756 of 2,174 rounds counted

6.6 inputs a second (393 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.63941,221
Jeffry6.7403184
Wolf6.3379102
Lau6.740088
Aoi6.237484
Taka6.840740
Brad6.338037

By opponent's character

Akira6.8406349
Aoi6.4384174
Jacky6.6397148
Pai6.5388130
Jeffry6.3378134
Wolf6.941399
Shun6.2373105
Lion6.941395
Kage6.538893
Sarah6.539293
Goh6.438455
Brad6.539057
Jean6.538749
Lau6.639741
Lei Fei6.438641
Taka6.539034
El Blaze6.036323
Eileen6.639520
Vanessa7.243312
Dural7.14294

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

Akira97494850.5%-0.6
Aoi63352855.6%+6.2
Jacky48222645.8%+1.1
Pai45202544.4%-8.0
Jeffry41182343.9%-6.7
Wolf38172144.7%-3.0
Shun30191163.3%+14.9
Lion27151255.6%-0.2
Kage26161061.5%+5.6
Sarah24101441.7%+0.6
Goh1961331.6%-12.1
Brad168850.0%-4.3
Jean159660.0%+18.2
Lau1412285.7%+24.2
Lei Fei116554.5%+3.6
Taka116554.5%+11.0
El Blaze8080.0%-48.9
Eileen51420.0%-30.2
Vanessa51420.0%-14.3
Dural2020.0%-41.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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 Fence63333052.4%+2.8
Breakable Full Fence57292850.9%-0.2
Half Fence57362163.2%+15.0
Octagon57253243.9%-11.1
Single Wall55262947.3%-2.7
Full Fence54233142.6%-4.8
Open54302455.6%+6.6
Low Fence49202940.8%-6.2
Rectangle39172243.6%-7.4
Full Fence and Open38211755.3%+10.9

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
Walls32749.8%50.3%-0.5
No walls15848.1%48.6%-0.5

Walls against open: +0.1 points (95% range -9.0 to +9.1), p 0.987 — 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

なっちゃんねる (Rank 26)2026/10/1472528.6%
SOLA (Rank 23)2026/10/0442250.0%
G.S (Rank 21)2026/10/0486275.0%
ほーげつ (Rank 27)2026/10/0472528.6%
O.J.A (Rank 21)2026/09/2897277.8%
カプリッチョ (Rank 27)2026/09/2862433.3%
ゅろぽ (Rank 22)2026/09/2472528.6%
osAnKIRA (Rank 22)2026/09/06115645.5%
mokoha_jean (Rank 23)2026/09/06660100.0%
T-J-J (Rank 21)2026/08/2453260.0%
委員ちょ (Rank 21)2026/08/0298188.9%
フォアグラ (Rank 24)2026/07/1465183.3%
sk901 (Rank 21)2026/07/1465183.3%
haohwhite (Rank 24)2026/07/1193633.3%
zxyzguy (Rank 26)2026/07/0562433.3%
cs2skoda (Rank 24)2026/07/0365183.3%
Oni (Rank 22)2026/06/2242250.0%
龍仙人【鬼手仏心】 (Rank 26)2026/06/2142250.0%
まろんた (Rank 24)2026/06/1862433.3%
格雷希欧 (Rank 24)2026/06/1561516.7%
だんごの輪島 (Rank 21)2026/06/0864266.7%
makoto.qo.op (Rank 21)2026/06/0865183.3%
すずもも (Rank 22)2026/06/0853260.0%
6132da (Rank 23)2026/05/3141325.0%
naowai (Rank 21)2026/05/24550100.0%

Round openings

Every character

backdash into Karura4P+K27612.9%
backdash into Sune Kudaki43P1768.2%
punchP into backward movement1486.9%
Raikou3P into Denkou3PP1396.5%
punchP954.4%
Hiji'ate6P683.2%
evade up into Karura4P+K462.1%
no input411.9%
throw escape321.5%
backdash into Rising Hammer43PP311.4%
Middle Hell Stab6P+K301.4%
punchP into Tsurane ShoudaPP301.4%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G271.3%
Raikou3P271.3%
backdash into Kensou4P241.1%

294 further openings account for the other 955 rounds.

Counted from 538 of the 545 matches played. The rest were not pulled for openings.

Goh

Career
1,119–1,210 · 48.0%
This season
388 matches · 51.5%
Peak rank
26

First hit in 50.5% of 1,520 rounds. Won 55.1% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 9.9% of rounds, against 2.7% in their other rounds.
  • Against Aoi: waits first in 13.4% of rounds, against 3.2% against everyone else.
  • In round 2: opens with “backdash into 4P+K Karura” in 22.4% of rounds, against 16.6% in their other rounds.
  • Against Lion: opens with “6P Hiji'ate” in 21.3% of rounds, against 3.4% against everyone else.

How is this tested?

backdash into Karura4P+K27618.0%
backdash into Sune Kudaki43P17611.5%
punchP into backward movement1489.7%
Raikou3P into Denkou3PP1399.1%
Hiji'ate6P684.4%
punchP603.9%
evade up into Karura4P+K463.0%
no input352.3%
punchP into Tsurane ShoudaPP302.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G271.8%
Raikou3P271.8%
throw escape271.8%
Sune Kudaki43P201.3%
punchP into Shouda~KasumigoroshiPK201.3%
evade up into backdash191.2%

111 further openings account for the other 412 rounds.

Counted from 383 of the 388 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
Akira22–22 · 50%16–14 · 53%-2.4
Aoi23–14 · 62%5–4 · 56%too few to test
Jacky10–9 · 53%6–5 · 55%too few to test
Jeffry7–13 · 35%0–5 · 0%too few to test
Wolf10–8 · 56%2–5 · 29%too few to test
Pai7–7 · 50%4–5 · 44%too few to test
Lion6–7 · 46%6–3 · 67%too few to test
Shun8–3 · 73%4–1 · 80%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

5 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?

Jeffry

Career
209–218 · 49.0%
This season
48 matches · 47.9%
Peak rank
24

First hit in 56.5% of 193 rounds. Won 49.5% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rising Hammer43PP3116.1%
Middle Hell Stab6P+K3015.5%
backdash into Double Hammer Down43P178.8%
punchP147.2%
Knee Push4K into Knee Push Wild Hook4KP126.2%
backdash into Side Kick3K94.7%
kickK into punchP94.7%
backdash into Megaton Knuckle43P+K84.2%
kickK73.6%
Body CrushP+K63.1%
Ducking Low2K+G52.6%
Elbow Butt6P into Elbow Hammer6PP42.1%
backdash into Toe Kick2K42.1%
no input42.1%
Torpedo Head Butt4P+K into punchP31.6%

25 further openings account for the other 30 rounds.

Wolf

Career
561–524 · 51.7%
This season
37 matches · 46.0%
Peak rank
26

First hit in 51.0% of 145 rounds. Won 48.6% of the rounds they struck first, 52.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P1913.0%
backdash into Kenka Kick1K+G1913.0%
Low Drop Kick62K1711.6%
Screw Hook63214P into Screw Lariat63214PP1611.0%
punchP117.5%
backdash into Heavy Middle Kick3K+G85.5%
backdash into Short Shoulder46P+K64.1%
Quick Shoulder66P+K53.4%
Screw Hook63214P53.4%
Level Back CrushP+K42.7%
backdash into Elbow Butt4P32.0%
evade up into Arrow Knuckle3P32.0%
Face Lift Kick3K21.4%
Jab StraightPP into One Two UpperPPP21.4%
evade down into guardG21.4%

22 further openings account for the other 24 rounds.

Lau

Career
104–115 · 47.5%
This season
31 matches · 45.2%
Peak rank
23

First hit in 50.4% of 119 rounds. Won 46.7% of the rounds they struck first, 44.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kensou4P2420.0%
Fukko Kensou1P86.7%
RenshouPP into Renkanshou3PPP86.7%
Koryu Tenshinkyaku6K+G75.8%
RenshouPP into RaigekishouPPP43.3%
punchP into punch+kick+guardP+K+G43.3%
Chugeki6P32.5%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK32.5%
Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP32.5%
backdash into Touku Kosenkyaku9K32.5%
Chisoutai2K+G21.7%
Chugeki6P into Hou'ou Soushou6PP21.7%
Touku Shashou897P+K21.7%
backdash into Souko Reppa3P+K21.7%
crouch into Kasoutai2K21.7%

39 further openings account for the other 43 rounds.

Counted from 30 of the 31 matches played. The rest were not pulled for openings.

Aoi

Career
266–267 · 49.9%
This season
22 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sou'unha66K89.5%
Ouda6P+K into Oushu Hiji'ate6P+KP78.3%
backdash into Nami'okoshi3K+G67.1%
kickK56.0%
backdash into Inshou43P+K44.8%
backdash into Ougimai4P44.8%
punchP into NirentotsuPP44.8%
Ouda6P+K into Sayo'arashiP+K33.6%
Sayo'arashiP+K33.6%
punchP into Nirentotsu OuchuPPP33.6%
Chudan Hiji'ate6P into Tsumujisakura6PP22.4%
NirentotsuPP into Nirentotsu OuchuPPP22.4%
Ouda6P+K22.4%
Tenchi In'youP+K+G22.4%
crouch into Kusanagi2K+G22.4%

25 further openings account for the other 27 rounds.

Taka

Career
164–140 · 54.0%
This season
11 matches · 18.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP717.5%
Morotezuki66P into Morote Tsuppari66PP410.0%
evade up into Morote Tsuppari66PP410.0%
Ao'oni Midaremage214P+K37.5%
backdash into Kumoyaburi4P+K25.0%
Agyou4P+K+G12.5%
Aka'oni MidaremageP+K12.5%
Aka'oni MidaremageP+K into Ten'yaburi4P+KP12.5%
Aka'oni MidaremageP+K into Tsuyubarai2P+K12.5%
Dohyouwari43P12.5%
Kirikabu Kudaki1P+K into Aka'oni MidaremageP+K12.5%
Kumoyaburi4P+K into Ten'yaburi4P+KP12.5%
Shita Harite2P into Senju Harite 363214PPP12.5%
Sokubi Otoshi41236P12.5%
Tachi'aiP+K+G into NekodamashiP+K+G12.5%

10 further openings account for the other 10 rounds.

Brad

Career
160–149 · 51.8%
This season
8 matches · 37.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rapid Double JabP+K412.5%
Elbow Hook6P into Rapid Double JabP+K26.2%
Sharp Shoot1P26.2%
Sway Back4P+K+G into Mighty Knee UpperK26.2%
Destruction Body3P+K into Rapid Double JabP+K13.1%
Destruction Body3P+K into Shovel Hook2P+K13.1%
Dtee Sawk Dtrohng4P+K13.1%
Elbow Hook6P13.1%
Elbow Hook6P into Sawk Klab6P+K13.1%
Jaguar Tail2K+G13.1%
Sawk Klab6P+K13.1%
Sharp Shoot1P into Sit Jab2P13.1%
Sharp Shoot1P into punchP13.1%
Spine Whip4P13.1%
backdash into Destruction Body3P+K13.1%

11 further openings account for the other 11 rounds.

Counted from 7 of the 8 matches played. The rest 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 (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
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Brad: not tested (too few rounds)