VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

Koutya__AB

  • Jacky
  • Aoi
  • Akira
Career matches3,633
Career win rate47.9%
Round win rate48.2%
Peak rank26
Distinct opponents51
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1431 #2,464 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

Goh261,85690695048.8%
Jean—1,25160065148.0%
Jacky2434515718845.5%
Akira22104386636.5%
Aoi2377403752.0%

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.

Against each character

Akira116554.5%-0.4
Jeffry116554.5%+1.9
Goh73442.9%+4.8
Jacky72528.6%-11.1
Wolf75271.4%+33.9
Aoi63350.0%+5.2
Pai61516.7%-25.1
Sarah62433.3%-10.4
Vanessa63350.0%+9.0
El Blaze52340.0%-10.4
Eileen440100.0%+62.8
Lion41325.0%-20.6
Kage31233.3%-40.6
Brad21150.0%+15.4
Lei Fei1010.0%-42.8
Shun1010.0%-55.3

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

Full Fence2281436.4%-6.4
Octagon2112957.1%+13.5
Breakable Full Fence95455.6%+13.8
Rectangle93633.3%-19.5
Breakable Half Fence62433.3%-1.0
Half Fence51420.0%-31.9
Single Wall54180.0%+29.3
Full Fence and Open41325.0%-30.5
Low Fence2020.0%-62.3
Open220100.0%+50.6

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
Walls7243.1%44.3%-1.3
No walls966.7%53.9%+12.8

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

kuni_sato (Rank 24)2026/05/1431233.3%
Multipla (Rank 25)2026/05/0662433.3%
造り酒屋の御曹司 (Rank 24)2026/05/0521150.0%
dalmax72 (Rank 23)2026/04/2531233.3%
shiphon74 (Rank 25)2026/04/24220100.0%
penta (Rank 21)2026/04/22440100.0%
nekota (Rank 23)2026/04/20220100.0%
ArU94y (Rank 27)2026/04/2021150.0%
damascul (Rank 25)2026/04/202020.0%
龍仙人【鬼手仏心】 (Rank 27)2026/04/1921150.0%
drnneb75 (Rank 24)2026/04/1932166.7%
gimoring (Rank 23)2026/04/161010.0%
6132da (Rank 23)2026/04/09110100.0%
melty01 (Rank 26)2026/04/062020.0%
EZSD (Rank 21)2026/04/0631233.3%
fazz00r (Rank 26)2026/04/0421150.0%
MaxMuncy (Rank 27)2026/04/03220100.0%
兄弟~這遊戲挺卷滴~ (Rank 21)2026/04/0253260.0%
暴れん棒2nd (Rank 26)2026/04/021010.0%
熟女♡ベネッサ (Rank 25)2026/03/3141325.0%
Sheen (Rank 23)2026/03/31110100.0%
brutalokina (Rank 24)2026/03/31220100.0%
壱色淸淨 (Rank 26)2026/03/272020.0%
a_h_i_k_o (Rank 27)2026/03/2721150.0%
AlicerLandeel (Rank 28)2026/03/272020.0%

Round openings

Every character

guardG into evade down205.8%
backdash into evade up175.0%
guardG164.7%
backdash into guardG154.4%
backdash into Karura4P+K123.5%
guardG into punchP123.5%
forward movement into punchP102.9%
evade down into guardG82.3%
guardG into Ni'oudaoshi3K+G82.3%
punchP82.3%
Ni'oudaoshi3K+G72.0%
forward movement into guardG61.8%
backdash into Raijinsatsu6K+G51.5%
guardG into Kumite Harai (Deflect)4P+K+G51.5%
guardG into throw escape51.5%

130 further openings account for the other 188 rounds.

Goh

Career
906–950 · 48.8%
This season
57 matches · 52.6%
Peak rank
26

First hit in 53.5% of 226 rounds. Won 54.5% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG135.7%
guardG135.7%
backdash into Karura4P+K125.3%
guardG into evade down114.8%
forward movement into punchP104.4%
backdash into evade up94.0%
guardG into Ni'oudaoshi3K+G83.5%
Ni'oudaoshi3K+G73.1%
guardG into punchP73.1%
evade down into guardG62.6%
forward movement into guardG62.6%
backdash into Raijinsatsu6K+G52.2%
guardG into Kumite Harai (Deflect)4P+K+G52.2%
punchP into Tsurane ShoudaPP52.2%
backdash into AgitosogiP+K41.8%

75 further openings account for the other 106 rounds.

Jacky

Career
157–188 · 45.5%
This season
22 matches · 31.8%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down67.5%
backdash into evade up45.0%
guardG into punchP45.0%
Jab StraightPP into Jab Double StraightPPP33.8%
punchP into Jab StraightPP33.8%
Dash Hammer Kick66K into Spinning KickK+G22.5%
Low Spin Kick1K+G22.5%
backdash into Spin Heel Sword4K+G22.5%
backward movement into Rage Kick1PK22.5%
crouch dash back into guardG22.5%
evade down into guardG22.5%
guardG22.5%
guardG into Low Spin Kick1K+G22.5%
punchP22.5%
punchP into forward dash22.5%

38 further openings account for the other 40 rounds.

Aoi

Career
40–37 · 52.0%
This season
5 matches · 40.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up313.6%
guardG into evade down313.6%
Tenchi In'youP+K+G29.1%
guardG into Shinchuzuki (Deflect)236P+K29.1%
NirentotsuPP into Nirentotsu OuchuPPP14.5%
Ouda6P+K into Oushu Hiji'ate6P+KP14.5%
crouch dash back into Tsumujisakura6PP14.5%
guardG into Chudan Hiji'ate6P14.5%
guardG into Oushu Hiji'ate6P+KP14.5%
guardG into Sou'unha66K14.5%
guardG into back punch+kick+guard4P+K+G14.5%
guardG into punchP14.5%
guardG into throw escape14.5%
punchP into Chudan Hiji'ate6P14.5%
punchP into NirentotsuPP14.5%

1 further openings account for the other 1 rounds.

Akira

Career
38–66 · 36.5%
This season
3 matches · 33.3%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP215.4%
Jouho Senshou46P17.7%
Rimon Chouchu66P17.7%
backdash into evade up17.7%
backdash into guardG17.7%
backward movement into guardG17.7%
crouch into Housui2P17.7%
guardG17.7%
guardG into Sokutai3K17.7%
guardG into Souka Housui3P+K17.7%
punchP into forward dash17.7%
punchP into kickK17.7%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Akira: not tested (too few rounds)