VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

kaibito_1009

  • Lei Fei
  • Wolf
Career matches1,575
Career win rate53.5%
Round win rate47.3%
Peak rank28
Distinct opponents76
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1495 #2,048 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

Goh281,10354755649.6%
Wolf252371469161.6%
Lei Fei282351508563.8%

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

238 of 529 rounds counted

7.5 inputs a second (449 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.5449238

By opponent's character

Akira7.846643
Sarah7.243016
Wolf7.142615
Jacky7.344029
Kage7.343832
Aoi7.444417
Jeffry8.148418
Lei Fei7.444614
Pai7.84688
Goh7.94759
Brad7.142510
Dural8.14878
Lau7.54497
Eileen6.23734
Vanessa7.44438

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

Akira25121348.0%-1.8
Sarah148657.1%+15.2
Wolf115645.5%+11.2
Jacky102820.0%-22.1
Kage107370.0%+23.6
Aoi8080.0%-45.0
El Blaze63350.0%+8.1
Jeffry64266.7%+18.5
Lei Fei61516.7%-32.4
Pai61516.7%-31.7
Goh53260.0%+10.4
Lion54180.0%+25.4
Shun42250.0%+9.3
Brad32166.7%+22.6
Dural31233.3%-2.9
Lau3030.0%-41.1
Eileen220100.0%+53.8
Vanessa21150.0%+10.0

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

Single Wall1910952.6%+6.6
Breakable Full Fence1751229.4%-24.6
Half Fence169756.2%+14.3
Rectangle1331023.1%-24.7
Full Fence126650.0%+8.3
Low Fence116554.5%+13.4
Breakable Half Fence105550.0%+13.2
Octagon82625.0%-20.5
Full Fence and Open74357.1%+16.7
Open52340.0%-13.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls7639.5%44.6%-5.2
No walls3551.4%46.3%+5.1

Walls against open: -10.3 points (95% range -30.6 to +10.1), p 0.323 — 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

meine (Rank 24)2026/08/0353260.0%
金田一の少年 (Rank 27)2026/07/2632166.7%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 28)2026/07/2121150.0%
けいすけ新宿 (Rank 26)2026/06/2232166.7%
鳶飛戾天,魚躍於淵 (Rank 24)2026/06/1832166.7%
HEDO/ (Rank 27)2026/06/0632166.7%
ガリバー (Rank 28)2026/05/312020.0%
壱色淸淨 (Rank 26)2026/05/182020.0%
orz (Rank 30)2026/05/1821150.0%
格雷希欧 (Rank 24)2026/05/17220100.0%
挨拶3 (Rank 28)2026/05/172020.0%
Multipla (Rank 24)2026/05/1652340.0%
TOMORV (Rank 27)2026/05/1631233.3%
BANANA (Rank 29)2026/05/16220100.0%
satola_jpn (Rank 25)2026/05/1654180.0%
HoAssYoAss (Rank 25)2026/05/16440100.0%
コデリン03 (Rank 22)2026/05/1621150.0%
GaaMANジール (Rank 25)2026/04/26220100.0%
れうくろった (Rank 26)2026/04/252020.0%
マーレさん (Rank 30)2026/04/252020.0%
ガンオンやりたひ (Rank 27)2026/04/1943175.0%
え~る (Rank 28)2026/04/1931233.3%
GOD_Dogs_Weapon (Rank 25)2026/04/1931233.3%
mochi2_0918 (Rank 27)2026/04/192020.0%
hahaha (Rank 26)2026/04/1921150.0%

Round openings

Every character

crouch into Denkou3PP14427.2%
backdash into evade up5911.2%
backdash into Karura4P+K346.4%
forward movement into punchP315.9%
Raikou3P into Denkou3PP183.4%
backdash142.6%
crouch into Sune'uchi2P142.6%
backdash into Soukyu46P112.1%
crouch dash forward into guardG112.1%
backdash into Hoderi4P81.5%
guardG81.5%
punchP into backward movement81.5%
backdash into backward movement71.3%
backdash into Batousatsu3KP61.1%
backdash into kickK61.1%

82 further openings account for the other 150 rounds.

Goh

Career
547–556 · 49.6%
This season
122 matches · 46.7%
Peak rank
28

First hit in 60.6% of 500 rounds. Won 51.8% of the rounds they struck first, 42.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Denkou3PP14428.7%
backdash into evade up5310.6%
backdash into Karura4P+K346.8%
forward movement into punchP285.6%
Raikou3P into Denkou3PP183.6%
backdash142.8%
crouch into Sune'uchi2P142.8%
backdash into Soukyu46P112.2%
crouch dash forward into guardG112.2%
backdash into Hoderi4P81.6%
guardG81.6%
punchP into backward movement81.6%
backdash into backward movement71.4%
backdash into Batousatsu3KP61.2%
backdash into kickK61.2%

71 further openings account for the other 131 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–9 · 47%2–0 · 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?

Lei Fei

Career
150–85 · 63.8%
This season
6 matches · 16.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up624.0%
Sayu ShoukenPP into Renkan MahosuiPPP312.0%
crouch dash back into crouch312.0%
forward movement into punchP312.0%
backdash into Kaisei Tento1P+K28.0%
crouch into Fukusoushou2P28.0%
backdash into Niki Bunkyaku9K14.0%
backward movement into Kakushu Suigeki6P14.0%
backward movement into evade up14.0%
crouch dash back into kickK14.0%
evade down into Kaisei Tento1P+K14.0%
punchP into Sayu ShoukenPP14.0%

Wolf

Career
146–91 · 61.6%
This season
1 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Comet Hook1P into Knuckle Part1PP133.3%
crouch into Low Hammer2P133.3%
evade down into evade up133.3%

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 (15 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: 0 of 15 tests hold up
  • Lei Fei: not tested (too few rounds)
  • Wolf: not tested (too few rounds)