VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

HecticFall

  • Lei Fei
Career matches4,877
Career win rate47.9%
Round win rate50.0%
Peak rank30
Distinct opponents42
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1592 #1,406 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

Goh304,8512,3272,52448.0%
Lei Fei2126111542.3%

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

1,097 of 1,097 rounds counted

9.2 inputs a second (551 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh9.25511,090
Lei Fei10.36177

By opponent's character

Lei Fei9.0541171
Pai9.4565172
Jean9.0537152
Aoi9.154496
Jacky9.255480
Shun8.450363
Lau9.356056
Jeffry9.557154
Goh10.361849
Kage9.456645
Eileen9.456236
Sarah9.154634
Brad8.953225
Vanessa9.255222
Taka10.462315
Wolf8.349812
Akira8.95338
Lion8.95367

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

Lei Fei42172540.5%-7.0
Pai42142833.3%-6.5
Jean35152042.9%-16.5
Aoi2314960.9%-0.8
Jacky2012860.0%+15.8
Shun158753.3%+3.0
Lau147750.0%+5.4
Jeffry1312192.3%+32.1
Goh129375.0%+30.7
Kage114736.4%-19.5
Eileen98188.9%+34.1
Sarah83537.5%-16.3
Brad62433.3%-19.2
Vanessa63350.0%+10.6
Taka4040.0%-51.6
Wolf31233.3%-4.4
Akira21150.0%+12.7
Lion220100.0%+58.5

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

Low Fence37122532.4%-13.1
Breakable Full Fence35161945.7%-3.4
Octagon29161355.2%+6.8
Open29131644.8%-5.4
Rectangle27121544.4%-5.4
Single Wall2281436.4%-7.0
Full Fence2112957.1%+3.7
Breakable Half Fence2015575.0%+25.6
Full Fence and Open1881044.4%-6.8
Half Fence1812666.7%+5.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15055.3%51.5%+3.9
No walls8837.5%45.4%-7.9

Walls against open: +11.8 points (95% range -3.6 to +27.1), p 0.132 — 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

Lion (Rank 28)2026/09/1532131940.6%
seedash (Rank 33)2026/09/153582722.9%
carchariasvit (Rank 28)2026/09/1598188.9%
legendaryhero (Rank 31)2026/09/151771041.2%
leefung._ (Rank 31)2026/09/1594544.4%
Da-Goat-Pawn (Rank 30)2026/09/1531233.3%
Nohara (Rank 29)2026/09/1563350.0%
HappyFriendLau (Rank 33)2026/07/17139469.2%
JINXHAND (Rank 32)2026/07/17106460.0%
UltraShock5 (Rank 28)2026/07/1732166.7%
Obvious_Bait_lol (Rank 27)2026/07/1732166.7%
Firebird710 (Rank 30)2026/06/246060.0%
Kungfuhustle99 (Rank 28)2026/06/24128466.7%
Based_Ganja (Rank 30)2026/06/2486275.0%
Kai_Uchiha10 (Rank 29)2026/06/2451420.0%
DecepticonSwag (Rank 25)2026/06/181512380.0%
AyoGbami (Rank 24)2026/06/18660100.0%
H.P.Starcraft (Rank 27)2026/06/1832166.7%
VCDECIDE (Rank 29)2026/06/1832166.7%
tenpai (Rank 30)2026/06/1832166.7%
hgamery (Rank 30)2026/06/18112918.2%
mindseye451 (Rank 27)2026/06/0663350.0%
Mr.3 (Rank 28)2026/06/0652340.0%
KDQIBushido (Rank 28)2026/06/064040.0%
THEWEIAND (Rank 27)2026/06/0676185.7%

Round openings

Every character

backdash into Karura4P+K12511.4%
backward movement into Hiji'ate6P1009.1%
backdash into evade up756.8%
no input524.7%
backward movement into Ropputsubushi6P+K423.8%
Hiji'ate6P353.2%
backdash into Batousatsu3KP353.2%
backdash into Kirin33P353.2%
punchP into kickK322.9%
punchP312.8%
backdash232.1%
punchP into Shouda~KasumigoroshiPK191.7%
forward movement into punchP171.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G151.4%
backdash into backward movement141.3%

174 further openings account for the other 450 rounds.

Goh

Career
2,327–2,524 · 48.0%
This season
265 matches · 49.4%
Peak rank
30

First hit in 53.1% of 1,083 rounds. Won 50.4% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: evades first in 8.3% of rounds, against 1.9% after anything else.
  • In round 1: opens with “no input” in 9.8% of rounds, against 3.1% in their other rounds.
  • After opening the round before with “backdash into evade up”: opens with “backward movement into 6P+K Ropputsubushi” in 16.1% of rounds, against 3.9% after anything else.

How is this tested?

backdash into Karura4P+K12511.4%
backward movement into Hiji'ate6P1009.2%
backdash into evade up756.9%
no input524.8%
backward movement into Ropputsubushi6P+K423.8%
Hiji'ate6P353.2%
backdash into Batousatsu3KP353.2%
backdash into Kirin33P353.2%
punchP312.8%
punchP into kickK312.8%
backdash232.1%
punchP into Shouda~KasumigoroshiPK191.7%
forward movement into punchP171.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G151.4%
backdash into backward movement141.3%

169 further openings account for the other 444 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lei Fei10–8 · 56%3–15 · 17%too few to test
Pai6–9 · 40%7–15 · 32%too few to test
Jean9–12 · 43%3–5 · 38%too few to test
Aoi10–4 · 71%4–3 · 57%too few to test
Jacky8–5 · 62%4–1 · 80%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?

Lei Fei

Career
11–15 · 42.3%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dantai4K114.3%
backdash into Toukyaku66K114.3%
backdash into Toushou66P114.3%
crouch into down-back punch1P114.3%
evade up into guardG114.3%
offensive move into punchP114.3%
punchP into kickK114.3%

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 (16 here; about 0.8 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: 3 of 16 tests hold up
  • Lei Fei: not tested (too few rounds)