VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

crypto小天才

  • Lion
  • Brad
  • Jacky
  • Lei Fei
  • Pai
Career matches4,487
Career win rate56.9%
Round win rate53.9%
Peak rank39
Distinct opponents178
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1778 #455 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

Goh361,45382662756.9%
Lion391,19266752556.0%
Jacky341,00054345754.3%
Brad3658434024458.2%
Lei Fei321961366069.4%
Pai2962412166.1%

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

1,408 of 1,639 rounds counted

10.6 inputs a second (636 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion10.8646552
Brad10.3616385
Jacky10.8648300
Goh10.6634151
Lei Fei9.75807
Pai10.361713

By opponent's character

Akira10.9657173
Jacky10.7644192
Kage10.5630135
Shun10.1603105
Pai10.663392
Sarah11.066297
Lau10.563076
Goh10.663757
Wolf10.261368
El Blaze10.764163
Jean10.663473
Brad11.066058
Vanessa10.261339
Lion11.065922
Jeffry10.764040
Aoi10.160530
Eileen10.261125
Lei Fei10.865119
Dural10.462429
Taka10.462415

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

Akira52302257.7%+0.7
Jacky50311962.0%+2.4
Kage38182047.4%-8.2
Shun2821775.0%+19.9
Pai26131350.0%-4.6
Sarah26121446.1%-3.2
Lau24141058.3%-2.4
Goh1910952.6%-5.9
Wolf1914573.7%+15.8
El Blaze1811761.1%+2.1
Jean189950.0%-7.9
Brad1771041.2%-11.1
Vanessa138561.5%+11.2
Lion128466.7%+15.1
Jeffry115645.5%-13.8
Aoi95455.6%+4.9
Eileen94544.4%-9.2
Lei Fei94544.4%-11.1
Dural75271.4%+3.4
Taka41325.0%-21.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Rectangle60352558.3%+1.7
Half Fence51321962.8%+6.0
Breakable Full Fence50252550.0%-8.8
Low Fence45271860.0%+5.7
Full Fence39192048.7%-10.2
Breakable Half Fence34132138.2%-14.9
Open34201458.8%+0.9
Single Wall30151550.0%-2.5
Octagon2821775.0%+17.8
Full Fence and Open1812666.7%+10.1

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
Walls26255.3%56.8%-1.5
No walls10956.9%55.2%+1.7

Walls against open: -3.2 points (95% range -14.3 to +7.9), p 0.573 — 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

RUSH (Rank 37)2026/10/0895455.6%
ごちももも (Rank 36)2026/10/08106460.0%
自作マニア@むめい。 (Rank 39)2026/10/08125741.7%
南部の釣れないルアー (Rank 33)2026/10/0854180.0%
siroiro_16bit (Rank 38)2026/10/0365183.3%
Mochi/かしわもち (Rank 40)2026/10/0263350.0%
∈挙動不審∋ (Rank 33)2026/09/2754180.0%
danimura (Rank 34)2026/09/0253260.0%
lapislazuli (Rank 36)2026/08/2951420.0%
Umemon2026 (Rank 36)2026/08/2364266.7%
LEO (Rank 36)2026/08/2363350.0%
ぁ     やごろ (Rank 36)2026/08/2354180.0%
jijitax4 (Rank 36)2026/08/2297277.8%
hattori1357 (Rank 35)2026/08/2172528.6%
interceptor (Rank 36)2026/07/2684450.0%
GP (Rank 36)2026/07/264040.0%
openpen (Rank 31)2026/07/2443175.0%
xu.simon29 (Rank 36)2026/07/2443175.0%
しょべるん (Rank 37)2026/07/2442250.0%
もとろー (Rank 35)2026/07/1354180.0%
takapiko-no (Rank 30)2026/06/2854180.0%
村長~災禍の中心~ (Rank 38)2026/05/2342250.0%
guigui8393 (Rank 38)2026/05/2254180.0%
kantoku0219 (Rank 35)2026/05/1551420.0%
bonbon (Rank 38)2026/04/2042250.0%

Round openings

Every character

backdash into evade up16710.7%
Juchou Senshou8P+K996.3%
crouch into Katousui2P855.5%
backdash into Senshippo66P805.1%
Middle Spin Kick66K724.6%
forward dash into evade up634.0%
backdash into punchP452.9%
Jab StraightPP into Jab Double StraightPPP402.6%
backdash into evade down322.0%
backdash into Karura4P+K291.9%
punchP into kickK251.6%
punchP into Jab Straight241.5%
backdash into Long Stride Back Knuckle4P+K221.4%
crouch into Sit Jab2P221.4%
backward movement into crouch201.3%

252 further openings account for the other 735 rounds.

Counted from 388 of the 409 matches played. The rest were not pulled for openings.

Lion

Career
667–525 · 56.0%
This season
165 matches · 60.6%
Peak rank
39

First hit in 59.4% of 650 rounds. Won 58.3% of the rounds they struck first, 52.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Juchou Senshou8P+K9915.1%
crouch into Katousui2P8513.0%
backdash into Senshippo66P8012.2%
backdash into evade up568.5%
forward dash into evade up223.4%
Katousui2P into backdash162.4%
backdash into punchP162.4%
forward movement into Katousui2P121.8%
punchP into forward dash121.8%
backward movement into crouch111.7%
backdash into Touku Rigou Bantaitetsu46K+G101.5%
crouch into Dantai3K101.5%
backdash into evade down81.2%
backward movement into Katousui2P81.2%
forward dash into Senshippo66P81.2%

98 further openings account for the other 203 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky9–3 · 75%4–0 · 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?

Brad

Career
340–244 · 58.2%
This season
97 matches · 55.7%
Peak rank
36

First hit in 55.9% of 313 rounds. Won 54.9% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Middle Spin Kick66K7223.0%
backdash into evade up3210.2%
crouch into Sit Jab2P227.0%
forward dash into evade up196.1%
backdash into Sit Jab2P92.9%
backdash into Sway Back4P+K+G92.9%
backdash into Stop Kick4K82.6%
backdash into evade down82.6%
backdash into punchP82.6%
Dtee Sawk Dtrohng4P+K61.9%
Sit Jab2P into backdash61.9%
backward movement into Sit Jab2P61.9%
forward dash into throwP+G61.9%
forward dash into Elbow Hook6P51.6%
forward dash into punchP51.6%

52 further openings account for the other 92 rounds.

Counted from 76 of the 97 matches played. The rest were not pulled for openings.

Jacky

Career
543–457 · 54.3%
This season
77 matches · 54.5%
Peak rank
34

First hit in 49.5% of 305 rounds. Won 58.3% of the rounds they struck first, 49.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Jab StraightPP into Jab Double StraightPPP4013.1%
backdash into evade up3912.8%
punchP into Jab StraightPP237.5%
backdash into Long Stride Back Knuckle4P+K227.2%
crouch into Squat Straight2P196.2%
backdash into Spin Heel Sword4K+G134.3%
backdash into evade down103.3%
Squat Straight2P93.0%
Squat Straight2P into backdash93.0%
backdash into punchP93.0%
forward dash into evade up72.3%
forward movement into Squat Straight2P72.3%
backdash into Side Hook Turn44P41.3%
backdash into Squat Straight2P31.0%
backdash into throw escape31.0%

69 further openings account for the other 88 rounds.

Goh

Career
826–627 · 56.9%
This season
64 matches · 48.4%
Peak rank
36

First hit in 61.5% of 257 rounds. Won 50.6% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up3613.7%
backdash into Karura4P+K2911.1%
crouch into Sune'uchi2P207.6%
punchP into kickK176.5%
Shouda~KasumigoroshiPK into Kasumigoroshi~ShikigamiPKP145.3%
forward dash into evade up145.3%
backdash into punchP93.4%
Sune'uchi2P into backdash83.0%
punchP into Shouda~KasumigoroshiPK83.0%
backdash into evade down62.3%
crouch into Batousatsu3KP62.3%
backdash into Garyu66K51.9%
backward movement into crouch51.9%
forward dash into Kurogane Kudaki66P51.9%
punchP51.9%

48 further openings account for the other 75 rounds.

Pai

Career
41–21 · 66.1%
This season
3 matches · 33.3%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up430.8%
backdash into punchP215.4%
Souchuken2P into backdash17.7%
backdash into Ensei Toukyaku46K17.7%
backdash into Henshin Engeki44P17.7%
forward dash into throw escape17.7%
forward movement into Ensei Toukyaku46K17.7%
forward movement into punchP17.7%
punchP17.7%

Lei Fei

Career
136–60 · 69.4%
This season
3 matches · 66.7%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hai Shiki2P+K+G218.2%
crouch into Fukusoushou2P218.2%
Fukusoushou2P into backdash19.1%
backdash into Niki Bunkyaku9K19.1%
backdash into Yushin Kengeki4P19.1%
backdash into punchP19.1%
forward dash into evade up19.1%
forward movement into Sayu ShoukenPP19.1%
forward movement into backdash19.1%

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 (42 here; about 2.1 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
  • Brad: 0 of 15 tests hold up
  • Jacky: 0 of 12 tests hold up
  • Goh: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)