VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

bakureturanbu

  • Lion
  • Jacky
  • Lau
  • Pai
  • Wolf
Career matches9,605
Career win rate51.2%
Round win rate49.4%
Peak rank36
Distinct opponents378
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,641 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

Goh325,1342,5792,55550.2%
Lion342,6121,3441,26851.5%
Jacky3074139534653.3%
Lau3647624523151.5%
Pai3043224718557.2%
Wolf2721010810251.4%

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

3,482 of 4,494 rounds counted

5.6 inputs a second (334 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.63351,850
Lion5.53331,275
Jacky5.5329111
Lau5.8346162
Pai5.533350
Wolf5.030034

By opponent's character

Akira5.6337484
Jacky5.6336377
Jean5.6337284
Wolf5.6338262
Pai5.7339218
Jeffry5.8347188
Goh5.7343183
Sarah5.5330229
Aoi5.4325188
Shun5.4322147
Lau5.7339139
Lion5.8346121
Vanessa5.4326123
Brad5.6339131
Kage5.2313107
El Blaze5.5332103
Lei Fei5.332175
Eileen5.432474
Taka5.331645
Dural5.83464

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

Akira150757550.0%-0.3
Jacky122566645.9%-1.4
Jean94514354.3%+7.8
Wolf86404646.5%-0.5
Pai77473061.0%+11.6
Jeffry70274338.6%-9.0
Goh63313249.2%+4.2
Sarah63333052.4%+2.4
Aoi60312951.7%+0.1
Shun49193038.8%-10.8
Lau43182541.9%-5.2
Lion43202346.5%-0.8
Vanessa41192246.3%-1.8
Brad34211361.8%+13.2
Kage33141942.4%-4.5
El Blaze32161650.0%+3.9
Lei Fei2772025.9%-16.2
Eileen2291340.9%-10.2
Taka115645.5%-1.8
Dural31233.3%-6.0

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Full Fence129705954.3%+5.8
Single Wall125596647.2%-0.3
Breakable Half Fence114565849.1%-1.0
Low Fence112397334.8%-14.3
Rectangle112526046.4%-1.7
Octagon111575451.4%+2.5
Open105495646.7%-1.0
Full Fence101495248.5%+1.4
Half Fence99524752.5%+4.3
Full Fence and Open58322655.2%+9.2

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
Walls66650.5%48.7%+1.7
No walls34243.0%47.6%-4.6

Walls against open: +6.3 points (95% range -0.3 to +12.9), p 0.062 — 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

え~る (Rank 29)2026/10/17157846.7%
ヘニオ (Rank 35)2026/10/1592722.2%
MaBoy (Rank 33)2026/10/1581712.5%
BANANA (Rank 30)2026/10/14159660.0%
AlicerLandeel (Rank 32)2026/10/13126650.0%
rosenkim (Rank 31)2026/10/1194544.4%
鳩男 (Rank 32)2026/10/10106460.0%
Sinabro (Rank 29)2026/10/10137653.9%
ルドルフ (Rank 33)2026/10/0772528.6%
okb@j>おーけーびー (Rank 30)2026/10/021312192.3%
∈挙動不審∋ (Rank 35)2026/09/151441028.6%
ガリバー (Rank 29)2026/09/1283537.5%
ミッチー (Rank 33)2026/09/1295455.6%
タイヨウ (Rank 32)2026/09/101911857.9%
入れ込むかもしれない (Rank 31)2026/09/1075271.4%
ワクワク (Rank 33)2026/09/0282625.0%
jiwoonpk (Rank 32)2026/08/30159660.0%
しゅが~nsr (Rank 27)2026/08/2496366.7%
mmmsm (Rank 32)2026/08/0584450.0%
fazz00r (Rank 28)2026/08/0574357.1%
montanmo (Rank 29)2026/07/1971614.3%
AOEアオイ (Rank 32)2026/07/0484450.0%
jinjin (Rank 30)2026/06/22107370.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/06/06104640.0%
MaxMuncy (Rank 27)2026/05/2285362.5%

Round openings

Every character

backdash into guardG2837.0%
guardG2536.3%
backdash into Karura4P+K2365.8%
Soukyu46P2125.2%
evade up into guardG1834.5%
Juchou Senshou8P+K1483.7%
punchP1102.7%
Sune Kudaki43P812.0%
Ni'oudaoshi3K+G802.0%
backdash into evade up751.9%
punchP into kickK731.8%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP641.6%
Karura4P+K into Soukyu46P611.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G571.4%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G501.2%

494 further openings account for the other 2,071 rounds.

Counted from 1,006 of the 1,123 matches played. The rest were not pulled for openings.

Goh

Career
2,579–2,555 · 50.2%
This season
610 matches · 47.4%
Peak rank
32

First hit in 48.7% of 2,370 rounds. Won 52.9% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 39.7% of rounds, against 27.1% in their other rounds.
  • Against Shun: evades first in 32.7% of rounds, against 7.0% against everyone else.
  • After opening the round before by backing off: attacks straight away in 49.3% of rounds, against 38.9% after anything else.
  • After losing a round: waits first in 21.1% of rounds, against 14.2% after winning one.
  • In round 2: opens with “backdash into 4P+K Karura” in 16.6% of rounds, against 7.7% in their other rounds.
  • Against Shun: opens with “evade up into G guard” in 19.2% of rounds, against 3.5% against everyone else.
  • After losing a round: opens with “G guard” in 8.3% of rounds, against 4.4% after winning one.
  • When behind: opens with “evade up into G guard” in 5.4% of rounds, against 3.2% when ahead or level.

How is this tested?

backdash into Karura4P+K2369.9%
Soukyu46P2128.9%
backdash into guardG1988.3%
guardG1566.5%
evade up into guardG1014.2%
Sune Kudaki43P813.4%
Ni'oudaoshi3K+G803.4%
punchP into kickK652.7%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP642.7%
Karura4P+K into Soukyu46P612.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G572.4%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G502.1%
crouch into Sune Kudaki43P502.1%
backdash into evade up492.0%
backdash into Soukyu46P411.7%

211 further openings account for the other 887 rounds.

Counted from 594 of the 610 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
Akira32–27 · 54%11–13 · 46%too few to test
Jacky20–19 · 51%7–12 · 37%too few to test
Jeffry7–10 · 41%9–8 · 53%too few to test
Sarah11–10 · 52%8–9 · 47%too few to test
Jean12–10 · 55%8–6 · 57%too few to test
Goh8–12 · 40%8–6 · 57%too few to test
Pai6–5 · 55%10–9 · 53%too few to test
Wolf18–10 · 64%1–3 · 25%too few to test
Vanessa10–11 · 48%3–3 · 50%too few to test
Lion8–4 · 67%4–7 · 36%too few to test
Shun4–11 · 27%1–7 · 12%too few to test
El Blaze7–6 · 54%3–7 · 30%too few to test
Lau8–10 · 44%2–3 · 40%too few to test
Aoi7–9 · 44%2–5 · 29%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.

16 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?

Lion

Career
1,344–1,268 · 51.5%
This season
375 matches · 48.0%
Peak rank
34

First hit in 51.5% of 1,165 rounds. Won 54.8% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 24.9% of rounds, against 15.1% in their other rounds.
  • Against Lei Fei: backs off first in 37.8% of rounds, against 21.6% against everyone else.
  • In round 1: opens with “P punch” in 12.3% of rounds, against 5.0% in their other rounds.
  • Against Akira: opens with “P punch” in 14.8% of rounds, against 5.8% against everyone else.

How is this tested?

Juchou Senshou8P+K14812.6%
punchP806.8%
guardG655.5%
backdash into guardG625.3%
evade up into guardG544.6%
backdash into Kishitsu Kasensou43P393.3%
punchP into crouch383.2%
backdash into back kick+guard4K+G342.9%
Banchu6P into Banchu Renkanshu6PP292.5%
Shicchi Soutai3K+G292.5%
punchP into Katousui2P252.1%
Taizan Soukoushu4P+K221.9%
backdash into Touku Rigou Bantaitetsu46K+G181.5%
punchP into Koushu RensuiPP171.4%
Ukoushin46P+K into crouch151.3%

186 further openings account for the other 500 rounds.

Counted from 293 of the 375 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky6–11 · 35%5–7 · 42%too few to test
Akira10–10 · 50%5–7 · 42%too few to test
Jean7–12 · 37%4–2 · 67%too few to test
Aoi10–8 · 56%1–4 · 20%too few to test
Wolf3–10 · 23%0–7 · 0%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.

82 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?

Jacky

Career
395–346 · 53.3%
This season
67 matches · 62.7%
Peak rank
30

First hit in 49.2% of 238 rounds. Won 64.1% of the rounds they struck first, 50.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G187.6%
Middle Spin Kick46K+G177.1%
backdash into Spin Heel Sword4K+G177.1%
backdash into guardG156.3%
guardG156.3%
evade up into guardG145.9%
Slant Back Knuckle1P into Rage Kick1PK125.0%
Bil Jee6P+K104.2%
Dash Hammer Kick66K into High Angle Upper Kick6K93.8%
Groin Kick6K+G93.8%
High Angle Upper Kick6K into kickK72.9%
Spin Heel Sword4K+G72.9%
evade down into guardG72.9%
guardG into Low Spin Kick1K+G72.9%
punchP62.5%

47 further openings account for the other 68 rounds.

Counted from 60 of the 67 matches played. The rest were not pulled for openings.

Lau

Career
245–231 · 51.5%
This season
44 matches · 38.6%
Peak rank
36

First hit in 38.1% of 155 rounds. Won 50.9% of the rounds they struck first, 38.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Hekiken1P+K2113.6%
evade up into guardG106.5%
guardG95.8%
crouch into down-back kick1K74.5%
punchP74.5%
Kosoushou46P63.9%
backdash into evade up63.9%
crouch into Renkanshou3PPP63.9%
backdash into Honten Rakutoutai46K+G53.2%
backdash into Kosoushou46P53.2%
backdash into guardG53.2%
Koryu Tenshinkyaku6K+G42.6%
Souko Sensou66P+K into Rouko Tankai6P+K42.6%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K42.6%
guardG into Honshin Hekiken1P+K42.6%

38 further openings account for the other 52 rounds.

Counted from 40 of the 44 matches played. The rest were not pulled for openings.

Wolf

Career
108–102 · 51.4%
This season
11 matches · 45.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Comet Hook1P into Knuckle Part1PP717.1%
guardG512.2%
evade up into guardG49.8%
backdash into guardG37.3%
evade down into guardG37.3%
Elbow Butt4P24.9%
Screw Hook63214P into Screw Lariat63214PP24.9%
evade down into Elbow Butt4P24.9%
Low Drop Kick62K12.4%
Short Shoulder46P+K12.4%
Short Shoulder46P+K into Level Back CrushP+K12.4%
backdash into Heavy Middle Kick3K+G12.4%
backdash into Kenka Kick1K+G12.4%
backdash into Mow Down Chop1P+K12.4%
backdash into Short Shoulder46P+K12.4%

6 further openings account for the other 6 rounds.

Counted from 10 of the 11 matches played. The rest were not pulled for openings.

Pai

Career
247–185 · 57.2%
This season
16 matches · 43.8%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Rensui3PP into Souka Raigekishou3PPP410.0%
backdash into Honrakukyaku46K+G410.0%
backdash into evade up37.5%
crouch into down-back kick1K37.5%
guardG37.5%
Honshin Soukyaku1K+G25.0%
Soukasui3P into Souka Rensui3PP25.0%
punchP25.0%
punchP into RenshouPP25.0%
Hi'en Tankyaku9K12.5%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK12.5%
Senkyaku Chushou3KP into Renkan Soukashou3KPP12.5%
Soukasui3P into Souka Senpukyaku3PK12.5%
Tenshin Oushoushou46P+K12.5%
backdash into Tenshin Oushoushou46P+K12.5%

9 further openings account for the other 9 rounds.

Counted from 9 of the 16 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 (31 here; about 1.6 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: 8 of 16 tests hold up
  • Lion: 4 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Pai: not tested (too few rounds)