VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

Darth_JE

  • Pai
Career matches1,651
Career win rate49.4%
Round win rate49.4%
Peak rank27
Distinct opponents90
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1498 #2,028 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

Goh271,10954756249.3%
Pai2754226827449.5%

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

873 of 898 rounds counted

7.9 inputs a second (476 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.0477535
Pai7.9474338

By opponent's character

Akira8.0483229
Aoi7.947797
Sarah7.746497
Goh7.746144
Jacky8.249055
Lau7.947354
Wolf8.148645
Jeffry8.148647
El Blaze7.545340
Brad8.249135
Pai8.048234
Lion7.947525
Shun7.746416
Taka7.846914
Kage7.746316
Dural8.04797
Jean7.94748
Lei Fei7.444610

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

Akira63313249.2%-3.5
Aoi2316769.6%+16.1
Sarah2381534.8%-7.7
Goh135838.5%-2.4
Jacky135838.5%-1.5
Lau138561.5%+9.7
Wolf124833.3%-5.6
Jeffry113827.3%-18.6
El Blaze103730.0%-26.5
Brad87187.5%+33.8
Pai84450.0%-6.2
Lion65183.3%+36.7
Shun53260.0%+10.5
Taka52340.0%-10.0
Kage42250.0%-1.9
Dural2020.0%-38.7
Jean21150.0%+13.7
Lei Fei220100.0%+25.6

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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 Fence28121642.9%-4.8
Full Fence26151157.7%+14.0
Single Wall2291340.9%-7.9
Octagon2113861.9%+12.3
Open2013765.0%+13.3
Rectangle2091145.0%-5.0
Low Fence1881044.4%-4.8
Breakable Full Fence167943.8%-4.0
Half Fence168850.0%+1.3
Full Fence and Open1441028.6%-17.5

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
Walls12750.4%48.0%+2.4
No walls6050.0%49.9%+0.1

Walls against open: +2.4 points (95% range -12.8 to +17.5), p 0.762 — 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

osAnKIRA (Rank 23)2026/08/2553260.0%
windowkhs (Rank 29)2026/08/2541325.0%
Garuyan (Rank 26)2026/08/2553260.0%
pallmtree (Rank 29)2026/08/251531220.0%
김코난 (Rank 26)2026/08/23880100.0%
gimoring (Rank 27)2026/08/2354180.0%
be-shedded (Rank 29)2026/08/2153260.0%
juste (Rank 29)2026/08/2164266.7%
BANANA (Rank 29)2026/08/2152340.0%
김치 (Rank 23)2026/08/2153260.0%
Jyuryoku-Eileen (Rank 24)2026/08/2141325.0%
フルメタル (Rank 27)2026/08/1832166.7%
FreddieKing (Rank 28)2026/08/1831233.3%
ぽん (Rank 27)2026/08/0241325.0%
headup11 (Rank 25)2026/08/0252340.0%
Konjikinoame (Rank 25)2026/07/20440100.0%
avr_x2300w (Rank 29)2026/07/2031233.3%
37 (Rank 28)2026/07/1051420.0%
PKG (Rank 27)2026/07/0842250.0%
うっど (Rank 23)2026/06/1432166.7%
emespink (Rank 27)2026/06/104040.0%
GWO (Rank 24)2026/06/1063350.0%
melty01 (Rank 28)2026/06/1041325.0%
omuretukun (Rank 23)2026/06/09107370.0%
Sinabro (Rank 29)2026/06/0732166.7%

Round openings

Every character

backdash into Karura4P+K10111.2%
crouch into Kirin33P364.0%
crouch into Denkou3PP353.9%
Ensei Haijinkyaku7K+G into guardG323.5%
crouch into Souka Raigekishou3PPP273.0%
guardG252.8%
crouch dash back into Karura4P+K232.5%
backdash into guardG212.3%
Ensei Haijinkyaku7K+G202.2%
Garyu66K into forward dash202.2%
Meishouho4P+K+G into crouch192.1%
backdash into backward movement182.0%
backdash into evade down171.9%
backdash into Garyu66K161.8%
backdash into Tenshin Oushoushou46P+K161.8%

185 further openings account for the other 475 rounds.

Goh

Career
547–562 · 49.3%
This season
136 matches · 47.8%
Peak rank
27

First hit in 54.0% of 559 rounds. Won 54.0% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: opens with “crouch into 3PP Denkou” in 12.3% of rounds, against 3.9% in their other rounds.

How is this tested?

backdash into Karura4P+K10118.0%
crouch into Kirin33P366.4%
crouch into Denkou3PP356.2%
guardG244.3%
crouch dash back into Karura4P+K234.1%
Garyu66K into forward dash203.6%
backdash into Garyu66K162.9%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP152.7%
backdash into backward movement152.7%
backdash into guardG152.7%
crouch into Maegeri3K142.5%
backdash into evade down132.3%
Kokuryusatsu Ichi46P+K into AgitosogiP+K112.0%
backdash into Raijinsatsu6K+G112.0%
forward dash into Ni'oudaoshi3K+G112.0%

97 further openings account for the other 200 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–14 · 50%3–6 · 33%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?

Pai

Career
268–274 · 49.5%
This season
87 matches · 50.6%
Peak rank
27

First hit in 49.2% of 335 rounds. Won 53.3% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: waits first in 33.0% of rounds, against 24.5% in their other rounds.

How is this tested?

Ensei Haijinkyaku7K+G into guardG329.4%
crouch into Souka Raigekishou3PPP277.9%
Ensei Haijinkyaku7K+G205.9%
Meishouho4P+K+G into crouch195.6%
backdash into Tenshin Oushoushou46P+K164.7%
Souka Rensui3PP into Souka Raigekishou3PPP102.9%
Soukasui3P into backward movement102.9%
Meishouho4P+K+G into Ensei Soushouheki4P92.6%
crouch into down-back kick1K92.6%
guardG into Meishouho4P+K+G92.6%
Ensei Haijinkyaku7K+G into evade up72.0%
crouch into Senchutai3K72.0%
guardG into Ensei Haijinkyaku7K+G72.0%
backdash into guardG61.8%
backdash into Honrakukyaku46K+G51.5%

89 further openings account for the other 148 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 (28 here; about 1.4 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: 1 of 15 tests hold up
  • Pai: 1 of 13 tests hold up