VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

W-TETSU

  • Jean
  • Lion
  • Pai
  • Akira
  • Jacky
  • Jeffry
  • Kage
Career matches3,413
Career win rate54.9%
Round win rate49.2%
Peak rank33
Distinct opponents155
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1580 #1,482 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

Goh3276640735953.1%
Jean3362532729852.3%
Lion3355829226652.3%
Kage3352032919163.3%
Pai3147925422553.0%
Akira3243625018657.3%
Jacky261811761.1%
Jeffry26114736.4%

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

1,626 of 1,887 rounds counted

7.7 inputs a second (464 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean7.6455494
Lion7.7459482
Pai8.1483197
Goh7.5453322
Akira8.953493
Jacky7.746318
Jeffry6.740120

By opponent's character

Akira7.8469254
Jacky7.7464228
Wolf7.8470151
Brad7.7462114
Jeffry7.8468110
Aoi7.846594
Sarah7.545296
El Blaze7.545085
Goh7.947687
Jean7.947254
Kage8.249055
Lei Fei7.243269
Lau7.444134
Shun7.645643
Taka7.847123
Vanessa8.047817
Eileen7.243136
Pai8.249137
Lion7.846831
Dural6.53888

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

Akira74413355.4%+3.8
Jacky57253243.9%-5.1
Wolf40172342.5%-7.0
Brad30151550.0%+4.8
Jeffry30131743.3%-2.1
Aoi28131546.4%-5.2
Sarah25131252.0%+4.0
El Blaze24121250.0%+4.1
Goh24111345.8%-6.6
Jean2113861.9%+13.4
Kage1971236.8%-2.6
Lei Fei1951426.3%-14.5
Lau159660.0%+12.4
Shun103730.0%-18.3
Taka95455.6%+7.4
Vanessa96366.7%+23.8
Eileen83537.5%-10.6
Pai83537.5%-10.5
Lion74357.1%+19.9
Dural220100.0%+45.9

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

Rectangle63263741.3%-9.7
Open57292850.9%+4.3
Low Fence55292652.7%+5.6
Breakable Half Fence46271958.7%+11.0
Breakable Full Fence42202247.6%+1.8
Full Fence39142535.9%-14.7
Octagon38182047.4%-0.4
Single Wall38162242.1%-7.5
Half Fence34171750.0%+2.9
Full Fence and Open28161257.1%+9.5

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26246.6%48.3%-1.7
No walls15049.3%47.9%+1.5

Walls against open: -3.2 points (95% range -13.9 to +7.6), p 0.560 — 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

fwnd1396 (Rank 32)2026/10/1682625.0%
orz (Rank 29)2026/10/1654180.0%
ジャキる。 (Rank 33)2026/10/1663350.0%
D A I (Rank 34)2026/10/1162433.3%
pinturicchio (Rank 29)2026/10/1151420.0%
ヘニオ (Rank 34)2026/10/1174357.1%
nanami.madogiwa (Rank 29)2026/10/0985362.5%
〔ネ単〕-ZEN- (Rank 36)2026/09/0852340.0%
きよ丸 (Rank 35)2026/09/0561516.7%
juste (Rank 29)2026/09/0474357.1%
BANANA (Rank 29)2026/08/22660100.0%
ぬっき~@挑発者4ね! (Rank 34)2026/07/24115645.5%
ふぇに (Rank 33)2026/07/2386275.0%
구닥스트렌져 (Rank 30)2026/07/1952340.0%
けいすけ新宿 (Rank 33)2026/07/1963350.0%
MaBoy (Rank 34)2026/07/17104640.0%
助手D (Rank 30)2026/07/1797277.8%
タイヨウ (Rank 32)2026/07/1784450.0%
え~る (Rank 29)2026/07/14117463.6%
Gravastar (Rank 29)2026/07/0862433.3%
ヒ・ジハー (Rank 31)2026/06/1882625.0%
テクノモデル (Rank 36)2026/06/1852340.0%
whitnes (Rank 30)2026/06/1861516.7%
OgreAunt (Rank 32)2026/06/0464266.7%
NORESPECT (Rank 34)2026/05/286060.0%

Round openings

Every character

Juchou Senshou8P+K824.7%
backdash into evade up754.3%
Gyaku Seikenzuki66P744.3%
forward movement into punchP694.0%
backdash into Sentai4K352.0%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK321.9%
backdash into Karura4P+K311.8%
backdash into back kick+guard4K+G311.8%
evade down into Gyaku Seikenzuki66P271.6%
backdash into Honrakukyaku46K+G251.4%
backdash into evade down251.4%
backdash into guardG221.3%
kickK191.1%
crouch into Shitamaeken2P171.0%
Hizageri4K into Kousenshu4KP160.9%

395 further openings account for the other 1,150 rounds.

Counted from 419 of the 459 matches played. The rest were not pulled for openings.

Lion

Career
292–266 · 52.3%
This season
119 matches · 50.4%
Peak rank
33

First hit in 57.2% of 477 rounds. Won 57.1% of the rounds they struck first, 41.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Juchou Senshou8P+K8216.9%
backdash into Sentai4K357.2%
backdash into back kick+guard4K+G316.4%
backdash into evade up255.2%
forward movement into punchP204.1%
backdash into Senshippo66P163.3%
crouch into Katousui2P163.3%
evade down into Sen'inshou3P153.1%
Banchu6P122.5%
backdash into Dantai3K91.9%
Katousui2P81.6%
crouch into Dantai3K81.6%
Ukoushin46P+K71.4%
guardG into Juchou Senshou8P+K71.4%
guardG into throw escape71.4%

102 further openings account for the other 187 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–7 · 36%6–0 · 100%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?

Jean

Career
327–298 · 52.3%
This season
127 matches · 51.2%
Peak rank
33

First hit in 60.6% of 447 rounds. Won 53.1% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Gyaku Seikenzuki66P7416.3%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK327.0%
evade down into Gyaku Seikenzuki66P276.0%
forward movement into punchP235.1%
crouch into Shitamaeken2P173.7%
Hizageri4K into Kousenshu4KP163.5%
backdash into evade up153.3%
backdash into Kake'uchi46P143.1%
backdash into Konohana Sakuya43P+K132.9%
Shitamaeken2P122.6%
backdash into Kake'uchi~Maekeri'age46PK102.2%
forward dash into Yoko'enpi6P102.2%
backdash into Gyaku Seikenzuki66P81.8%
guardG into Shitamaeken2P81.8%
backdash into Yoko'enpi6P61.3%

85 further openings account for the other 169 rounds.

Counted from 112 of the 127 matches played. The rest were not pulled for openings.

Pai

Career
254–225 · 53.0%
This season
87 matches · 41.4%
Peak rank
31

First hit in 60.2% of 374 rounds. Won 44.9% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into punchP267.0%
backdash into Honrakukyaku46K+G256.7%
backdash into evade up215.6%
backdash into evade down164.3%
crouch dash back into Hansenpu44K123.2%
guardG into Souchuken2P123.2%
Hi'en Tankyaku9K112.9%
Hi'en Tankyaku9K into guardG112.9%
forward movement into Renken ToukyakuPPK102.7%
Hi'en Tankyaku9K into evade up92.4%
backdash into guardG92.4%
crouch into Souchuken2P92.4%
evade down into Souanshou3P+K92.4%
backdash into Senchutai3K61.6%
guardG into Hi'en Tankyaku9K61.6%

105 further openings account for the other 182 rounds.

Goh

Career
407–359 · 53.1%
This season
86 matches · 47.7%
Peak rank
32

First hit in 55.3% of 246 rounds. Won 55.9% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K3112.6%
Soukyu46P166.5%
kickK156.1%
Garyu66K135.3%
evade down into Kurogane Kudaki66P114.5%
Hiji'ate6P72.9%
backdash into Soukyu46P72.9%
backdash into evade up72.9%
crouch into Sune'uchi2P72.9%
evade down into Kirin33P72.9%
guardG into Kurogane Kudaki66P72.9%
Soukyu46P into forward movement62.4%
backdash into guardG52.0%
backdash into kickK52.0%
evade down into forward dash52.0%

62 further openings account for the other 97 rounds.

Counted from 61 of the 86 matches played. The rest were not pulled for openings.

Akira

Career
250–186 · 57.3%
This season
28 matches · 46.4%
Peak rank
32

First hit in 62.6% of 115 rounds. Won 47.2% of the rounds they struck first, 41.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Jouho Touken6P1613.8%
Rimon Chouchu66P into forward dash1412.1%
Rimon Chouchu66P119.5%
forward dash into Jouho Touken6P97.8%
backdash into Jouho Senshou46P65.2%
Housui2P into forward dash54.3%
Jouho Senshou46P43.5%
crouch dash back into evade down43.5%
evade down into Rimon Chouchu66P43.5%
backdash into Youhou33P32.6%
backdash into evade up32.6%
evade down into forward dash32.6%
Rimon Chouchu66P into crouch dash forward21.7%
crouch dash back into backdash21.7%
forward dash into Jouho Senshou46P21.7%

27 further openings account for the other 28 rounds.

Jeffry

Career
4–7 · 36.4%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P315.0%
Dash Elbow66P into punchP15.0%
Elbow Butt6P15.0%
Knee Push4K15.0%
Knee Push4K into Knee Push Wild Hook4KP15.0%
Knee Push4K into punchP15.0%
backdash into Elbow Butt6P15.0%
backdash into Toe Kick2K15.0%
backdash into evade up15.0%
crouch dash back into evade down15.0%
crouch into Low Knuckle2P15.0%
crouch into Side Kick3K15.0%
forward dash into Side Kick3K15.0%
guardG into Elbow Butt6P15.0%
guardG into Knee Push Wild Hook4KP15.0%

3 further openings account for the other 3 rounds.

Jacky

Career
11–7 · 61.1%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K316.7%
backdash into evade up211.1%
backdash into guardG211.1%
crouch into Squat Straight2P211.1%
Dash Hammer Kick66K into guardG15.6%
Low Spin Kick1K+G15.6%
Squat Straight2P15.6%
backdash into Middle Smash6P15.6%
backdash into Spin Heel Sword4K+G15.6%
forward dash into High Angle Upper Kick6K15.6%
forward movement into kickK15.6%
guardG into Squat Straight2P15.6%
guardG into backdash15.6%

Kage

Career
329–191 · 63.3%
This season
4 matches · 50.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P211.8%
Jizuridan2P211.8%
Hagakure-ryu In Raijingeki46P+K15.9%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP15.9%
Hagakure-ryu In Raijingeki46P+K into punchP15.9%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G15.9%
Senpujin2P+K15.9%
backdash into Hiji'uchi6P15.9%
backdash into evade up15.9%
crouch dash forward into Jizuridan2P15.9%
crouch dash forward into evade down15.9%
evade up into Jizuridan2P15.9%
forward dash into guardG15.9%
guardG into forward dash15.9%
guardG into throw escape15.9%

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 (44 here; about 2.2 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

  • Lion: 0 of 15 tests hold up
  • Jean: 0 of 15 tests hold up
  • Pai: 0 of 14 tests hold up
  • Goh: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Kage: not tested (too few rounds)