VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

spykin_

  • Kage
  • Wolf
  • Jeffry
  • Lau
  • Taka
  • Akira
Career matches4,966
Career win rate53.6%
Round win rate49.8%
Peak rank30
Distinct opponents163
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1476 #2,173 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

Goh291,38671467251.5%
Kage281,08655453251.0%
Wolf2896851645253.3%
Jeffry3082545636955.3%
Lau2947027919159.4%
Akira262151288759.5%
Taka231613381.2%

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

858 of 1,741 rounds counted

9.1 inputs a second (544 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh9.1548386
Kage8.7519214
Wolf9.3560158
Lau9.556864
Taka9.054231
Akira10.66385

By opponent's character

Akira9.557279
Wolf9.355938
Aoi8.953590
Pai8.953782
Jeffry9.456368
Jacky9.456447
Shun9.053856
Goh9.054268
Kage8.752163
Sarah8.852920
El Blaze8.752166
Jean9.356066
Lion9.255039
Lei Fei9.054141
Lau9.255122
Brad8.35015
Eileen8.24914
Taka8.14844

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

Akira50232746.0%+3.0
Wolf43212248.8%+2.0
Aoi35241168.6%+14.6
Pai35181751.4%+0.3
Jeffry31131841.9%-9.3
Jacky30102033.3%-16.9
Shun2921872.4%+20.9
Goh2581732.0%-18.6
Kage24121250.0%-5.5
Sarah23101343.5%-5.1
El Blaze22111150.0%+2.4
Jean1981142.1%-8.3
Lion1710758.8%+11.7
Vanessa1710758.8%+10.1
Lei Fei167943.8%-7.1
Lau106460.0%+15.0
Brad52340.0%+3.8
Eileen2020.0%-41.9
Taka1010.0%-68.2

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Open55253045.5%-4.1
Half Fence52272551.9%+4.8
Breakable Half Fence50262452.0%+1.1
Full Fence50232746.0%-3.4
Single Wall50272354.0%+1.7
Breakable Full Fence42162638.1%-9.2
Octagon38231560.5%+15.9
Low Fence32161650.0%+1.3
Rectangle28161257.1%+6.1
Full Fence and Open2091145.0%-6.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26050.4%48.5%+1.9
No walls13749.6%50.3%-0.6

Walls against open: +2.5 points (95% range -8.3 to +13.2), p 0.652 — 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

MaxMuncy (Rank 27)2026/07/27105550.0%
あなたのかみさま (Rank 24)2026/07/2053260.0%
melty01 (Rank 26)2026/07/17106460.0%
無槪念野獸/무개념야수 (Rank 26)2026/07/1062433.3%
AlicerLandeel (Rank 31)2026/07/0894544.4%
★★★★★ (Rank 30)2026/06/2962433.3%
cokeshi (Rank 28)2026/06/2573442.9%
BANANA (Rank 28)2026/06/2483537.5%
あっしゅさんとごち昌 (Rank 32)2026/06/1962433.3%
방가방가 (Rank 24)2026/06/1851420.0%
ooosugi1202 (Rank 26)2026/06/1596366.7%
mitorakujo (Rank 26)2026/06/13550100.0%
AcidNine-JPN (Rank 29)2026/06/0454180.0%
ヘニオ (Rank 31)2026/05/2174357.1%
don'tthink,feel. (Rank 27)2026/05/21106460.0%
manao_0609 (Rank 27)2026/05/2184450.0%
壱色淸淨 (Rank 25)2026/05/2063350.0%
あーにぃ (Rank 29)2026/05/1552340.0%
§Ryu~k§ (Rank 29)2026/05/1585362.5%
太鼓の別人/TaikoStrike (Rank 30)2026/05/1562433.3%
挨拶3 (Rank 29)2026/04/2353260.0%
究極無敵 (Rank 30)2026/04/2351420.0%
しゅが~nsr (Rank 24)2026/04/1463350.0%
壁 (Rank 30)2026/04/1464266.7%
a_h_i_k_o (Rank 26)2026/03/2654180.0%

Round openings

Every character

guardG into evade down754.3%
crouch dash forward into guardG613.5%
guardG into throw escape432.5%
guardG422.4%
evade down into crouch dash forward412.4%
forward dash into throwP+G382.2%
Hiji'ate311.8%
Arrow Knuckle3P261.5%
forward dash into guardG231.3%
guardG into evade up221.3%
evade down into throwP+G211.2%
Arrow Knuckle3P into guardG181.0%
evade down into forward dash181.0%
evade down into guardG160.9%
Hiji'uchi6P150.9%

588 further openings account for the other 1,257 rounds.

Goh

Career
714–672 · 51.5%
This season
169 matches · 49.7%
Peak rank
29

First hit in 47.0% of 679 rounds. Won 53.0% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 44.9% of rounds, against 22.0% against everyone else.
  • After winning a round: backs off first in 9.1% of rounds, against 0.8% after losing one.
  • When ahead: attacks straight away in 30.9% of rounds, against 22.0% when level or behind.
  • In round 1: opens with “G guard into throw escape” in 7.7% of rounds, against 1.6% in their other rounds.

How is this tested?

forward dash into throwP+G314.5%
guardG into evade down304.4%
crouch dash forward into guardG213.1%
guardG into throw escape213.1%
Hiji'ate6P182.6%
guardG182.6%
evade down into crouch dash forward162.4%
forward dash into guardG152.2%
Ni'oudaoshi3K+G142.1%
Soukyu46P into forward movement142.1%
guardG into evade up111.6%
forward dash into Jibishou3P+K101.5%
forward dash into Kumite Harai~Tsukami4P+K+GP+G101.5%
crouch dash forward into Onikubikari66K+G91.3%
evade down into throwP+G91.3%

215 further openings account for the other 434 rounds.

Kage

Career
554–532 · 51.0%
This season
102 matches · 50.0%
Peak rank
28

First hit in 48.9% of 407 rounds. Won 52.3% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 35.1% of rounds, against 9.9% after winning one.
  • When behind: waits first in 21.6% of rounds, against 9.9% when ahead or level.

How is this tested?

Hiji'uchi6P153.6%
Rasen4P143.4%
Hagakure-ryu In Raijingeki46P+K133.2%
guardG122.9%
guardG into evade down122.9%
Hagakure-ryu In Raijingeki46P+K into punchP112.7%
backdash into Gen'you4K+G112.7%
guardG into throw escape112.7%
backdash into Hagakure-ryu In Raijingeki46P+K102.4%
backdash into Rasen4P102.4%
crouch dash forward into guardG81.9%
Senpujin2P+K71.7%
forward dash into guardG71.7%
Rakujin Gaeri44P51.2%
Rasen4P into Rasen Urageri4PK51.2%

159 further openings account for the other 260 rounds.

Wolf

Career
516–452 · 53.3%
This season
96 matches · 44.8%
Peak rank
28

First hit in 47.0% of 379 rounds. Won 56.7% of the rounds they struck first, 40.8% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 29.2% of rounds, against 12.1% after winning one.

How is this tested?

Arrow Knuckle3P266.8%
guardG into evade down266.8%
crouch dash forward into guardG205.2%
Arrow Knuckle3P into guardG184.7%
evade down into crouch dash forward143.6%
Low Drop Kick62K112.9%
Screw Hook63214P into Screw Lariat63214PP92.3%
evade down into throwP+G82.1%
guardG into throw escape71.8%
evade up into crouch dash forward61.6%
guardG61.6%
crouch dash forward into Regret Discharge33P+K51.3%
crouch dash forward into evade down51.3%
evade down into Quick Shoulder66P+K51.3%
evade down into forward dash51.3%

131 further openings account for the other 214 rounds.

Jeffry

Career
456–369 · 55.3%
This season
30 matches · 56.7%
Peak rank
30

First hit in 39.2% of 120 rounds. Won 61.7% of the rounds they struck first, 53.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking Low2K+G75.8%
crouch dash forward into guardG75.8%
guardG into evade up65.0%
backdash into Full Swing Double Hammer41236P+K43.3%
evade down into crouch dash forward43.3%
Hell Dunk Elbow2P+K32.5%
backdash into Kenka Hook46P32.5%
backdash into Megaton Knuckle43P+K32.5%
evade up into crouch dash forward32.5%
guardG into punchP32.5%
Dash Elbow66P into Dash Elbow Upper66PP21.7%
Elbow Butt6P21.7%
Smash Upper3P into Double Upper3PP21.7%
crouch dash back into Middle Hell Stab6P+K21.7%
crouch dash forward into Toe Kick2K21.7%

60 further openings account for the other 67 rounds.

Lau

Career
279–191 · 59.4%
This season
27 matches · 40.7%
Peak rank
29

First hit in 55.0% of 111 rounds. Won 50.8% of the rounds they struck first, 34.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P54.5%
Chisoutai2K+G43.6%
guardG43.6%
guardG into Shakashou3P43.6%
guardG into evade down43.6%
Fukko Kensou1P32.7%
Kosoushou46P into forward movement32.7%
backdash into Shakashou3P32.7%
crouch dash forward into guardG32.7%
evade down into crouch dash forward32.7%
no input32.7%
Shakashou3P21.8%
Touku Kosenkyaku9K21.8%
crouch dash forward into Geimen Tansou6P+K+G21.8%
crouch dash forward into evade down21.8%

61 further openings account for the other 64 rounds.

Taka

Career
13–3 · 81.2%
This season
8 matches · 75.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P1341.9%
guardG into throw escape39.7%
Tsuyubarai2P+K into Tsuyubarai 22P+KP26.5%
crouch dash forward into guardG26.5%
guardG into evade down26.5%
Tsuyubarai2P+K13.2%
Tsuyubarai2P+K into Aka'oni MidaremageP+K13.2%
crouch dash forward into Kachi'age33P+K13.2%
crouch dash forward into throwP+G13.2%
evade down into forward movement13.2%
evade down into throwP+G13.2%
guardG into Morotezuki66P13.2%
punchP13.2%
throw escape into evade down13.2%

Akira

Career
128–87 · 59.5%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P337.5%
Jouho Touken6P into evade down112.5%
Rimon Chouchu66P into forward movement112.5%
forward dash into Souka Housui3P+K112.5%
forward dash into forward movement112.5%
guardG into Housui2P112.5%

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 (35 here; about 1.8 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 14 tests hold up
  • Kage: 2 of 8 tests hold up
  • Wolf: 1 of 13 tests hold up
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)