VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

Daimao.Koopa

  • Wolf
Career matches822
Career win rate49.3%
Round win rate52.3%
Peak rank24
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1446 #2,377 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

Goh2152624328346.2%
Wolf2429616213454.7%

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

287 of 287 rounds counted

9.0 inputs a second (542 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.0542279
Goh9.55688

By opponent's character

Shun8.752359
Aoi8.651534
Goh9.356033
El Blaze8.852623
Vanessa9.154725
Akira9.758021
Jacky9.556919
Pai10.060219
Wolf9.657618
Taka8.651814
Eileen8.75219
Kage8.24926
Lion8.75197

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

Shun159660.0%-7.5
Aoi83537.5%-5.9
Goh85362.5%+18.9
El Blaze63350.0%-6.9
Vanessa660100.0%+28.9
Akira53260.0%-2.0
Jacky53260.0%-3.2
Pai51420.0%-24.5
Wolf52340.0%-12.2
Taka31233.3%-21.7
Eileen220100.0%+33.5
Kage2020.0%-19.6
Lion220100.0%+54.8

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

Open1510566.7%+2.8
Single Wall126650.0%-7.9
Half Fence83537.5%-12.5
Low Fence74357.1%+7.1
Octagon73442.9%-15.9
Rectangle75271.4%+16.1
Full Fence and Open52340.0%+7.3
Full Fence42250.0%-5.4
Breakable Half Fence31233.3%-29.7
Breakable Full Fence220100.0%+54.8

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
Walls3151.6%54.4%-2.8
No walls3458.8%58.9%-0.0

Walls against open: -2.8 points (95% range -25.7 to +20.1), p 0.812 — 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

Middleone (Rank 21)2026/07/24440100.0%
BeeBindy (Rank 23)2026/07/2432166.7%
TheXzam7705 (Rank 22)2026/07/2453260.0%
ItsameBS (Rank 31)2026/07/242020.0%
SirCharles (Rank 26)2026/07/242020.0%
TayoTayoTaka (Rank 24)2026/07/1031233.3%
finalph3nx (Rank 23)2026/07/1063350.0%
Username (Rank 35)2026/07/102020.0%
BillCutting0666 (Rank 21)2026/07/10139469.2%
johncha (Rank 21)2026/07/1021150.0%
JemisSummerlyOutrageous (Rank 21)2026/07/10220100.0%
Xtron2112 (Rank 22)2026/07/1054180.0%
bulletconcerto (Rank 23)2026/07/08220100.0%
bUrD_iS_tHe_WoRd (Rank 24)2026/07/0883537.5%
Papachu (Rank 5)2026/07/08220100.0%
Based_Ganja (Rank 31)2026/07/0831233.3%
CeMoi3333 (Rank 24)2026/07/0831233.3%
dollomite13 (Rank 25)2026/07/082020.0%
Sweetdogg (Rank 16)2026/07/0832166.7%

Round openings

Every character

Elbow Butt4P155.2%
crouch dash back into evade down144.9%
crouch dash back into Short Shoulder46P+K134.5%
backdash into guardG124.2%
backdash into Short Shoulder46P+K93.1%
crouch into Low Hammer2P82.8%
evade down into guardG82.8%
Short Shoulder46P+K62.1%
backdash into evade down62.1%
backward movement into evade down62.1%
Quick Shoulder66P+K51.7%
backdash into Dragonfish Blow6PP51.7%
backward movement into guardG51.7%
crouch into Arrow Knuckle3P51.7%
Body Blow6P into Rolling Back Elbow6PP+K41.4%

111 further openings account for the other 166 rounds.

Wolf

Career
162–134 · 54.7%
This season
70 matches · 54.3%
Peak rank
24

First hit in 53.4% of 279 rounds. Won 53.7% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt4P155.4%
crouch dash back into evade down145.0%
crouch dash back into Short Shoulder46P+K134.7%
backdash into guardG124.3%
backdash into Short Shoulder46P+K93.2%
crouch into Low Hammer2P82.9%
evade down into guardG82.9%
Short Shoulder46P+K62.1%
backdash into evade down62.1%
Quick Shoulder66P+K51.8%
backdash into Dragonfish Blow6PP51.8%
backward movement into evade down51.8%
backward movement into guardG51.8%
crouch into Arrow Knuckle3P51.8%
Body Blow6P into Rolling Back Elbow6PP+K41.4%

105 further openings account for the other 159 rounds.

Goh

Career
243–283 · 46.2%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Karura4P+K225.0%
Kurogane Kudaki66P112.5%
backward movement into evade down112.5%
crouch dash back into Batousatsu3KP112.5%
crouch dash back into Shouzuka Okuri1P+K112.5%
crouch dash back into Soukyu46P112.5%
crouch dash back into Tsukikage6K112.5%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)