VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

bobshin9

  • Jeffry
Career matches495
Career win rate55.8%
Round win rate50.2%
Peak rank25
Distinct opponents79
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1368 #2,819 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

Goh2535819816055.3%
Jeffry24137785956.9%

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

599 of 600 rounds counted

6.5 inputs a second (389 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.5391343
Jeffry6.4386256

By opponent's character

Goh6.840580
Akira6.337653
Pai6.136452
Shun6.639748
Aoi6.639449
Jacky6.136740
Lei Fei6.036031
Sarah6.438730
Wolf6.941633
Jeffry6.237023
Lau7.041925
Lion6.438425
Brad7.243018
El Blaze6.639723
Kage6.539320
Vanessa6.236918
Jean6.840718
Taka6.237013

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

Goh1971236.8%-20.1
Akira137653.9%+1.9
Pai1310376.9%+28.9
Shun127558.3%+13.0
Aoi115645.5%-5.1
Jacky106460.0%+11.3
Lei Fei72528.6%-29.2
Sarah75271.4%+22.0
Wolf72528.6%-12.5
Jeffry61516.7%-38.5
Lau63350.0%-5.8
Lion63350.0%+8.4
Brad54180.0%+18.2
El Blaze54180.0%+32.9
Kage52340.0%-22.5
Vanessa53260.0%+16.0
Jean41325.0%-17.9
Taka31233.3%-12.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Rectangle2112957.1%+12.4
Open1771041.2%-6.8
Single Wall178947.1%-2.1
Half Fence159660.0%+8.7
Low Fence135838.5%-21.9
Breakable Full Fence129375.0%+29.5
Breakable Half Fence116554.5%+6.2
Octagon114736.4%-17.4
Full Fence84450.0%-6.7
Full Fence and Open82625.0%-24.1

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
Walls7856.4%50.0%+6.4
No walls4742.6%50.9%-8.4

Walls against open: +14.8 points (95% range -3.0 to +32.4), p 0.102 — 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

あかげら (Rank 25)2026/10/11220100.0%
gnarapum (Rank 25)2026/07/242020.0%
委員ちょ (Rank 21)2026/07/2432166.7%
Lucifer-1971 (Rank 24)2026/07/2443175.0%
SICHIROUJI (Rank 26)2026/07/2321150.0%
suke072st (Rank 23)2026/07/23220100.0%
hayasano1226 (Rank 22)2026/07/2032166.7%
あぶらこ (Rank 24)2026/07/082020.0%
qzmix (Rank 22)2026/07/0872528.6%
亀 (Rank 24)2026/07/0532166.7%
taka539 (Rank 24)2026/07/0541325.0%
くっきー爆弾 (Rank 21)2026/07/0532166.7%
taka_shining (Rank 25)2026/07/0521150.0%
michinoku1ritabi (Rank 23)2026/07/0432166.7%
フォアグラ (Rank 25)2026/07/0453260.0%
wooo-2309 (Rank 26)2026/07/0242250.0%
え~る (Rank 27)2026/07/022020.0%
VFOMG!! (Rank 21)2026/06/30330100.0%
Sevengar01 (Rank 21)2026/06/3042250.0%
雷電 (Rank 27)2026/06/292020.0%
つのさん (Rank 21)2026/06/2943175.0%
pome-_-zzZ (Rank 26)2026/06/2831233.3%
kobaman (Rank 24)2026/06/282020.0%
ダイ (Rank 25)2026/06/2873442.9%
chottodakeyo_ (Rank 26)2026/06/2831233.3%

Round openings

Every character

backdash into Karura4P+K7112.3%
backdash into guardG386.6%
Kirin33P274.7%
backdash152.6%
backdash into Aragami4K142.4%
backdash into backward movement142.4%
guardG122.1%
backdash into Knee Push Wild Hook4KP91.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G81.4%
evade down into Torpedo Head Butt4P+K81.4%
forward movement into punchP81.4%
no input81.4%
Elbow Butt6P into Elbow Hammer6PP71.2%
Torpedo Head Butt4P+K71.2%
evade up into Torpedo Head Butt4P+K71.2%

178 further openings account for the other 326 rounds.

Counted from 139 of the 144 matches played. The rest were not pulled for openings.

Goh

Career
198–160 · 55.3%
This season
83 matches · 45.8%
Peak rank
25

First hit in 50.4% of 341 rounds. Won 53.5% of the rounds they struck first, 42.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Karura4P+K7120.6%
Kirin33P277.8%
backdash into guardG174.9%
backdash144.1%
backdash into Aragami4K144.1%
backdash into backward movement102.9%
guardG92.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G82.3%
forward movement into punchP61.7%
Raikou3P51.4%
backdash into Kyousengeri46K51.4%
no input51.4%
KiribaraiK+G41.2%
backdash into Tengusatsu9K+G41.2%
crouch dash back into Karura4P+K41.2%

93 further openings account for the other 142 rounds.

Jeffry

Career
78–59 · 56.9%
This season
61 matches · 57.4%
Peak rank
24

First hit in 51.5% of 229 rounds. Won 50.9% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG219.0%
backdash into Knee Push Wild Hook4KP93.9%
evade down into Torpedo Head Butt4P+K83.4%
Elbow Butt6P into Elbow Hammer6PP73.0%
Torpedo Head Butt4P+K73.0%
evade up into Torpedo Head Butt4P+K73.0%
Knee Push4K into Knee Push Wild Hook4KP62.6%
punchP into Double KnucklePP62.6%
Body CrushP+K into Threat StanceP+K+G52.1%
Side Kick3K52.1%
backdash into Torpedo Head Butt4P+K52.1%
crouch into Double Upper3PP52.1%
kickK into punchP52.1%
Hammer Slide1P into Grizzly Hammer1PP41.7%
Knee Attack6K41.7%

83 further openings account for the other 130 rounds.

Counted from 56 of the 61 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).

Tests behind each character's list

  • Goh: 0 of 15 tests hold up
  • Jeffry: not tested (too few rounds)