VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

maple_carla

  • Lei Fei
  • El Blaze
  • Lau
  • Kage
  • Lion
Career matches5,427
Career win rate27.8%
Round win rate36.8%
Peak rank24
Distinct opponents169
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1171 #3,496 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

Goh244,5211,2443,27727.5%
Lei Fei2159218540731.2%
El Blaze172285817025.4%
Lau1767184926.9%
Kage16111109.1%
Lion1683537.5%

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

1,311 of 1,645 rounds counted

4.5 inputs a second (272 a minute) this season. Faster than 0% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh4.22531,048
Lei Fei4.8285139
El Blaze7.343894
Lau5.030122
Kage7.64575
Lion9.15443

By opponent's character

Akira4.3260244
Aoi4.7283142
Lau4.024086
Sarah4.325978
Jean5.231384
Shun4.1245100
Jacky4.325875
Jeffry5.030253
Lion4.728256
Wolf4.325835
Brad4.225258
Vanessa4.325846
El Blaze4.225337
Eileen6.237146
Pai5.130948
Kage4.426344
Goh4.325828
Lei Fei4.929729
Taka4.82909
Dural5.130613

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

Akira84295534.5%+6.9
Aoi46103621.7%-9.2
Lau25111444.0%+10.8
Sarah2552020.0%-8.9
Jean2432112.5%-13.8
Shun2491537.5%+7.3
Jacky2332013.0%-12.2
Jeffry2171433.3%+1.6
Lion201195.0%-20.6
Wolf1761135.3%+6.4
Brad1661037.5%+5.4
Vanessa168850.0%+26.5
El Blaze148657.1%+27.6
Eileen136746.1%+10.8
Pai1321115.4%-14.7
Kage100100.0%-30.5
Goh92722.2%-1.9
Lei Fei94544.4%+11.0
Taka81712.5%-13.9
Dural52340.0%+10.7

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.

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

Rectangle52183434.6%+5.8
Breakable Half Fence50123824.0%-5.0
Open50133726.0%-2.1
Breakable Full Fence49163332.6%+2.7
Low Fence39142535.9%+7.4
Full Fence35102528.6%-2.7
Single Wall3272521.9%-5.9
Octagon3062420.0%-6.8
Half Fence29121741.4%+13.5
Full Fence and Open2781929.6%-1.0

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
Walls24530.2%29.2%+1.0
No walls12128.1%28.1%-0.0

Walls against open: +1.0 points (95% range -8.6 to +10.7), p 0.833 — 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

GWO (Rank 25)2026/10/1852340.0%
ガンジャッキー(bunbun) (Rank 23)2026/10/1784450.0%
UNIQ (Rank 24)2026/10/1562433.3%
みらめたる (Rank 23)2026/10/14137653.9%
nekota (Rank 24)2026/10/147070.0%
t4a (Rank 24)2026/10/1241325.0%
super_style (Rank 18)2026/10/11104640.0%
haohwhite (Rank 24)2026/10/10112918.2%
委員ちょ (Rank 21)2026/09/2992722.2%
T-J-J (Rank 24)2026/09/2782625.0%
G13 (Rank 22)2026/09/2582625.0%
你是来拉屎的吗 (Rank 18)2026/09/17102820.0%
ホノン (Rank 21)2026/09/1393633.3%
破軍恩 (Rank 21)2026/09/1042250.0%
yasai (Rank 22)2026/09/0684450.0%
時宣院日要 (Rank 21)2026/08/2873442.9%
コデリン03 (Rank 23)2026/08/2263350.0%
omuretukun (Rank 21)2026/08/1894544.4%
Mon3tr (Rank 21)2026/08/035050.0%
トローリロートル (Rank 21)2026/07/051331023.1%
スタンプジャンパー (Rank 23)2026/07/0552340.0%
lauaki3260 (Rank 24)2026/06/0371614.3%
ttfour@サラしかできないw (Rank 22)2026/05/314040.0%
penta (Rank 21)2026/05/2053260.0%
shinkita (Rank 21)2026/05/1841325.0%

Round openings

Every character

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1359.2%
guardG986.7%
backdash into Karura4P+K936.3%
Kumite Harai (Deflect)4P+K+G573.9%
evade up573.9%
Raikou3P into Denkou3PP533.6%
Kumite Harai (Deflect)4P+K+G into throwP+G382.6%
offensive move342.3%
punchP332.2%
Hiji'ate6P302.0%
punchP into Tsurane ShoudaPP251.7%
Soukyu46P221.5%
up-back kick7K211.4%
backdash201.4%
Aragami4K into throwP+G191.3%

269 further openings account for the other 736 rounds.

Counted from 377 of the 422 matches played. The rest were not pulled for openings.

Goh

Career
1,244–3,277 · 27.5%
This season
356 matches · 27.8%
Peak rank
24

First hit in 37.3% of 1,177 rounds. Won 42.4% of the rounds they struck first, 29.9% of the rounds they were struck first.

Significant Tells

  • After losing a round: waits first in 26.0% of rounds, against 12.2% after winning one.
  • In round 1: opens with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami” in 18.6% of rounds, against 8.7% in their other rounds.
  • Against Jacky: opens with “3P Raikou into 3PP Denkou” in 14.8% of rounds, against 3.9% against everyone else.
  • After losing a round: opens with “G guard” in 12.2% of rounds, against 4.0% after winning one.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G13511.2%
backdash into Karura4P+K937.7%
guardG907.5%
Kumite Harai (Deflect)4P+K+G574.8%
Raikou3P into Denkou3PP534.4%
evade up514.2%
Kumite Harai (Deflect)4P+K+G into throwP+G383.2%
Hiji'ate6P302.5%
punchP302.5%
punchP into Tsurane ShoudaPP252.1%
Soukyu46P221.8%
Aragami4K into throwP+G191.6%
Hoderi4P into Hoderi~Shikigami4PP181.5%
backdash181.5%
up-back kick7K171.4%

154 further openings account for the other 505 rounds.

Counted from 312 of the 356 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
Akira13–24 · 35%4–18 · 18%too few to test
Aoi3–15 · 17%1–7 · 12%too few to test
Sarah3–10 · 23%1–3 · 25%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.

44 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?

Lei Fei

Career
185–407 · 31.2%
This season
35 matches · 42.9%
Peak rank
21

First hit in 39.7% of 151 rounds. Won 53.3% of the rounds they struck first, 40.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move2214.6%
Souryu Shukkai43P+K96.0%
Katoken3P+K into Haisetsukou39P+KP85.3%
backdash into Chinheki4P+K85.3%
offensive move into Fujinkyaku2K85.3%
guardG64.0%
Shazen Tenshin Haikyaku8K53.3%
Yushin Kengeki4P into Rakengeki4PP53.3%
Kakushu Suigeki6P into forward punch+kick+guard6P+K+G42.6%
Katoken3P+K into punchP42.6%
Toushou66P42.6%
up-back kick7K42.6%
Bunkyaku3K32.0%
backdash into Dantai4K32.0%
evade up32.0%

41 further openings account for the other 55 rounds.

El Blaze

Career
58–170 · 25.4%
This season
24 matches · 29.2%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Back Knuckle4P into Shadow Spin Kick4PK55.6%
Low Spin Kick2K+G55.6%
backdash into Backfire4P+K+G44.5%
Fade Roll Kick7K33.4%
Shadow Strike6P into Shadow Fang6PK33.4%
Short Upper3P into Combination Blow3PP33.4%
Backswing Rocket1P+K22.2%
Hook2KP into Face Hit2KPP22.2%
Shadow Slash4KP into Face Smash4KPP22.2%
Shadow Spear6K22.2%
Volcano Knee6K+G22.2%
Volcano Upper4P+K into punchP22.2%
evade up22.2%
guardG22.2%
guardG into Fade Roll Kick7K22.2%

44 further openings account for the other 48 rounds.

Counted from 23 of the 24 matches played. The rest were not pulled for openings.

Lau

Career
18–49 · 26.9%
This season
5 matches · 40.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P418.2%
Koryu Tenshinkyaku6K+G418.2%
Chisoutai2K+G14.5%
Chugeki6P into Hou'ou Soushou6PP14.5%
Genchi Senpukyaku8K+G into Chisoutai2K+G14.5%
Kensou4P14.5%
Kokyaku Haiten7K14.5%
Sako Soushou4P+K14.5%
Senpuga~KokeiK+G14.5%
Shakashou3P14.5%
backdash into throwP+G14.5%
crouch into Shakashou3P14.5%
evade up14.5%
kickK14.5%
punchP14.5%

1 further openings account for the other 1 rounds.

Kage

Career
1–10 · 9.1%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash240.0%
Suishageri7K+G120.0%
Tsumujigeri2K+G120.0%
backdash into evade down120.0%

Lion

Career
3–5 · 37.5%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P into Banchu Renkanshu6PP133.3%
Senkyutai1K133.3%
punchP into Koushu RensuiPP133.3%

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: 4 of 15 tests hold up
  • Lei Fei: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lion: not tested (too few rounds)