VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

tokyo_dept

  • Goh
Career matches6,227
Career win rate48.8%
Round win rate47.0%
Peak rank27
Distinct opponents178
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1426 #2,495 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

Wolf273,5431,7301,81348.8%
Goh272,6841,3061,37848.7%

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

1,681 of 1,964 rounds counted

8.0 inputs a second (482 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.14841,572
Wolf7.7461109

By opponent's character

Akira8.0479254
Wolf8.0482209
Aoi7.9472167
Jacky8.4502112
Jeffry8.2489127
Pai8.2491101
Shun8.1486102
Kage7.947385
Vanessa7.746183
Goh7.846972
Eileen7.645868
El Blaze7.947220
Sarah8.048154
Jean8.048149
Lei Fei8.450651
Lion8.148341
Lau8.953436
Brad8.148319
Taka8.148720
Dural8.349711

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

Akira79334641.8%-5.7
Wolf60233738.3%-5.0
Aoi44271761.4%+13.2
Jacky36162044.4%-2.3
Jeffry34142041.2%-9.1
Pai30111936.7%-3.9
Shun29131644.8%-2.2
Kage27141351.9%+14.7
Vanessa2151623.8%-17.3
Goh1810855.6%+16.5
Eileen1771041.2%-5.1
El Blaze178947.1%+9.8
Sarah1711664.7%+25.4
Jean1441028.6%-13.3
Lei Fei138561.5%+22.3
Lion136746.1%+4.6
Lau124833.3%-10.5
Brad52340.0%+5.0
Taka41325.0%-22.5
Dural3030.0%-43.9

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Fence62273543.5%-5.0
Full Fence60332755.0%+6.9
Half Fence57263145.6%+5.7
Low Fence53193435.9%-2.7
Octagon52223042.3%+0.5
Breakable Half Fence46212545.6%+4.4
Open37112629.7%-14.8
Rectangle36152141.7%-3.4
Single Wall33151845.5%-2.9
Full Fence and Open31151648.4%+6.3

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
Walls31346.0%44.5%+1.5
No walls12336.6%42.5%-5.9

Walls against open: +7.4 points (95% range -3.1 to +17.9), p 0.167 — 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

orz (Rank 30)2026/10/1871614.3%
豆次郎 (Rank 23)2026/10/17128466.7%
dalmax72 (Rank 23)2026/10/15550100.0%
みらめたる (Rank 22)2026/10/02660100.0%
Jyuryoku_Eileen (Rank 25)2026/09/1473442.9%
a_h_i_k_o (Rank 29)2026/09/136060.0%
GWO (Rank 24)2026/09/1365183.3%
Martin1833 (Rank 25)2026/09/0653260.0%
kain (Rank 26)2026/09/0551420.0%
こて (Rank 27)2026/09/0593633.3%
omuretukun (Rank 25)2026/09/03159660.0%
NoMark/ノーマーク (Rank 27)2026/08/2454180.0%
Wonda15426 (Rank 26)2026/08/2253260.0%
けいすけ新宿 (Rank 25)2026/08/2262433.3%
金田一の少年 (Rank 26)2026/08/1783537.5%
monky-d-takv (Rank 26)2026/08/0251420.0%
ぽん (Rank 26)2026/08/0282625.0%
乃木ぽん (Rank 30)2026/07/2551420.0%
oichanJP (Rank 29)2026/07/2562433.3%
Gun-Interceptor (Rank 27)2026/07/2463350.0%
okb@j>おーけーびー (Rank 29)2026/07/2253260.0%
melty01 (Rank 27)2026/07/2163350.0%
shiphon74 (Rank 24)2026/06/2072528.6%
manman (Rank 27)2026/05/1694544.4%
potimaru1059 (Rank 22)2026/05/1664266.7%

Round openings

Every character

backdash into Karura4P+K24313.2%
guardG19310.5%
backdash into evade up1648.9%
forward movement into punchP1548.4%
Karura4P+K1156.3%
backward movement into evade up965.2%
guardG into Karura4P+K824.5%
Soukyu46P723.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G351.9%
backward movement into Hiji'ate6P311.7%
Raikou3P into evade up261.4%
guardG into punchP261.4%
guardG into Raikou3P241.3%
backdash into throwP+G231.2%
backward movement into punchP170.9%

192 further openings account for the other 533 rounds.

Counted from 458 of the 493 matches played. The rest were not pulled for openings.

Goh

Career
1,306–1,378 · 48.7%
This season
444 matches · 44.4%
Peak rank
27

First hit in 49.9% of 1,631 rounds. Won 51.9% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 46.4% of rounds, against 19.2% in their other rounds.
  • Against Wolf: moves in first in 34.7% of rounds, against 7.8% against everyone else.
  • On Full Fence and Open stages: moves in first in 24.0% of rounds, against 10.5% on the other stages.
  • After opening the round before by moving in: moves in first in 28.4% of rounds, against 11.0% after anything else.
  • In round 1: opens with “G guard” in 22.6% of rounds, against 7.3% in their other rounds.
  • Against Wolf: opens with “forward movement into P punch” in 30.1% of rounds, against 4.9% against everyone else.
  • On Full Fence and Open stages: opens with “forward movement into P punch” in 19.0% of rounds, against 7.5% on the other stages.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 25.3% of rounds, against 8.4% after anything else.

How is this tested?

backdash into Karura4P+K24314.7%
guardG18411.1%
backdash into evade up1378.3%
forward movement into punchP1317.9%
Karura4P+K1157.0%
backward movement into evade up875.3%
guardG into Karura4P+K825.0%
Soukyu46P724.4%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G352.1%
backward movement into Hiji'ate6P311.9%
Raikou3P into evade up261.6%
guardG into punchP261.6%
guardG into Raikou3P241.4%
backdash into throwP+G211.3%
backward movement into Karura4P+K161.0%

146 further openings account for the other 421 rounds.

Counted from 412 of the 444 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
Akira16–28 · 36%10–6 · 62%too few to test
Wolf15–15 · 50%1–13 · 7%too few to test
Aoi12–8 · 60%6–4 · 60%too few to test
Jacky11–15 · 42%0–1 · 0%too few to test
Pai8–11 · 42%0–6 · 0%too few to test
Jeffry5–7 · 42%3–8 · 27%too few to test
Shun8–11 · 42%2–0 · 100%too few to test
Kage9–5 · 64%1–5 · 17%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.

32 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?

Wolf

Career
1,730–1,813 · 48.8%
This season
49 matches · 40.8%
Peak rank
27

First hit in 49.5% of 182 rounds. Won 45.6% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2714.8%
forward movement into punchP2312.6%
backward movement into evade up94.9%
guardG94.9%
Elbow Butt4P84.4%
evade down into Elbow Butt4P84.4%
Elbow Butt4P into punchP63.3%
Screw Hook63214P63.3%
backdash into Low Drop Kick62K63.3%
backward movement into punchP52.7%
forward movement into Elbow Butt4P52.7%
Arrow Knuckle3P into evade up42.2%
Low Drop Kick62K42.2%
Screw Hook63214P into Screw Lariat63214PP42.2%
backdash into Elbow Butt4P42.2%

47 further openings account for the other 55 rounds.

Counted from 46 of the 49 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 (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: 8 of 15 tests hold up
  • Wolf: not tested (too few rounds)