VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

vast-sprain73

  • Lei Fei
Career matches3,490
Career win rate51.6%
Round win rate49.1%
Peak rank33
Distinct opponents218
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1640 #1,101 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

Goh333,2621,6621,60051.0%
Lei Fei302281398961.0%

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

2,236 of 2,514 rounds counted

8.0 inputs a second (481 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.04812,137
Lei Fei8.048199

By opponent's character

Jacky8.1486269
Akira8.1488268
Wolf8.3498218
Jeffry8.1485173
Sarah7.8468215
Jean8.0482135
Kage8.1488114
Lau7.846680
Aoi7.9476101
El Blaze7.847096
Lion7.746288
Goh8.249579
Pai8.047981
Lei Fei8.048055
Shun8.048177
Brad7.746164
Vanessa8.047856
Eileen7.444436
Taka8.853031

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

Jacky71294240.9%-7.1
Akira70373352.9%+6.1
Wolf62293346.8%-3.4
Jeffry59243540.7%-5.5
Sarah57322556.1%+8.4
Jean38162242.1%-4.2
Kage32161650.0%+4.5
Lau2781929.6%-16.3
Aoi26141253.9%+7.6
El Blaze26121446.1%-2.7
Lion25131252.0%+7.9
Goh2113861.9%+16.6
Pai2181338.1%-9.4
Lei Fei20101050.0%-0.8
Shun2011955.0%+2.1
Brad1910952.6%+6.3
Vanessa168850.0%+4.6
Eileen113827.3%-23.2
Taka94544.4%+2.4
Dural220100.0%+56.7

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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 Fence78354344.9%-1.8
Rectangle73334045.2%-3.4
Half Fence67353252.2%+4.3
Open65323349.2%+2.4
Octagon64303446.9%+1.3
Full Fence63333052.4%+6.6
Low Fence63362757.1%+11.1
Single Wall54223240.7%-6.9
Breakable Half Fence51213041.2%-9.1
Full Fence and Open3092130.0%-20.2

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
Walls39647.2%47.4%-0.2
No walls18249.5%47.1%+2.3

Walls against open: -2.5 points (95% range -11.3 to +6.3), p 0.581 — 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

ヘニオ (Rank 34)2026/10/11136746.1%
会長さん (Rank 34)2026/10/1163350.0%
鳩男 (Rank 32)2026/10/11139469.2%
タイヨウ (Rank 30)2026/10/1083537.5%
ぷこ (Rank 33)2026/09/1061516.7%
五寸釘くん (Rank 35)2026/09/1083537.5%
ふぇに (Rank 34)2026/09/1062433.3%
∈挙動不審∋ (Rank 33)2026/09/10115645.5%
りゅうのすけ (Rank 32)2026/09/1081712.5%
BANANA (Rank 30)2026/09/101811761.1%
どろパイ (Rank 29)2026/09/1072528.6%
ガリバー (Rank 32)2026/09/09105550.0%
Koromo (Rank 32)2026/09/0973442.9%
nanami.madogiwa (Rank 35)2026/09/0783537.5%
NORESPECT (Rank 35)2026/09/0673442.9%
ろじゃにこ (Rank 34)2026/09/0373442.9%
マグロ親方 (Rank 33)2026/08/2372528.6%
れもん@のびしろF (Rank 32)2026/08/1954180.0%
え~る (Rank 31)2026/08/03115645.5%
BigBoin (Rank 33)2026/08/0352340.0%
ニトロ (Rank 35)2026/08/036060.0%
ボンボン俺シール (Rank 32)2026/08/0373442.9%
ばねばば (Rank 31)2026/07/1963350.0%
방가방가 (Rank 28)2026/06/0264266.7%
金平糖 (Rank 31)2026/05/0951420.0%

Round openings

Every character

forward movement into punchP43517.5%
backdash into evade up29711.9%
guardG into evade down1897.6%
backdash into Karura4P+K1134.5%
backdash into throwP+G973.9%
evade down into guardG813.2%
guardG582.3%
crouch into Denkou3PP532.1%
evade down into crouch dash forward461.9%
backdash into Ni'oudaoshi3K+G401.6%
Kurogane Kudaki66P371.5%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Todome46P+KPP361.4%
backdash into Kyousengeri46K361.4%
Raikou3P311.2%
backward movement into Kokuryusatsu Ichi46P+K271.1%

247 further openings account for the other 913 rounds.

Counted from 622 of the 632 matches played. The rest were not pulled for openings.

Goh

Career
1,662–1,600 · 51.0%
This season
607 matches · 47.3%
Peak rank
33

First hit in 48.7% of 2,358 rounds. Won 51.6% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 35.0% of rounds, against 10.8% in their other rounds.
  • Against Brad: waits first in 47.9% of rounds, against 15.9% against everyone else.
  • After winning a round: moves in first in 41.0% of rounds, against 14.3% after losing one.
  • When ahead: moves in first in 37.7% of rounds, against 20.5% when level or behind.
  • In round 1: opens with “G guard into evade down” in 23.1% of rounds, against 2.6% in their other rounds.
  • Against Sarah: opens with “backdash into 4P+K Karura” in 9.4% of rounds, against 4.4% against everyone else.
  • After winning a round: opens with “forward movement into P punch” in 34.9% of rounds, against 8.3% after losing one.
  • When ahead: opens with “forward movement into P punch” in 30.8% of rounds, against 14.6% when level or behind.

How is this tested?

forward movement into punchP43318.1%
backdash into evade up28511.9%
guardG into evade down1857.8%
backdash into Karura4P+K1134.7%
backdash into throwP+G974.1%
evade down into guardG793.3%
guardG572.4%
crouch into Denkou3PP532.2%
evade down into crouch dash forward461.9%
backdash into Ni'oudaoshi3K+G401.7%
Kurogane Kudaki66P371.6%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Todome46P+KPP361.5%
backdash into Kyousengeri46K361.5%
Raikou3P311.3%
backward movement into Kokuryusatsu Ichi46P+K271.1%

208 further openings account for the other 831 rounds.

Counted from 597 of the 607 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
Jacky18–31 · 37%8–7 · 53%too few to test
Akira19–19 · 50%13–8 · 62%too few to test
Jeffry14–21 · 40%10–10 · 50%too few to test
Wolf20–18 · 53%6–11 · 35%too few to test
Sarah15–9 · 62%9–11 · 45%too few to test
Jean12–14 · 46%2–6 · 25%too few to test
Kage9–12 · 43%4–4 · 50%too few to test
Lau3–9 · 25%4–5 · 44%too few to test
Aoi6–6 · 50%8–4 · 67%too few to test
El Blaze6–5 · 55%5–6 · 45%too few to test
Lion12–6 · 67%1–2 · 33%too few to test
Lei Fei7–10 · 41%3–0 · 100%too few to test
Shun5–7 · 42%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.

10 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
139–89 · 61.0%
This season
25 matches · 48.0%
Peak rank
30

First hit in 45.1% of 102 rounds. Won 52.2% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1211.7%
punchP into Sayu ShoukenPP87.8%
backdash into Kaisei Tento1P+K76.8%
crouch into Katoken3P+K65.8%
Sayu ShoukenPP into Renkan MahosuiPPP54.8%
Kinkei DokuritsuP+K into Gaiken6P+K43.9%
guardG into evade down43.9%
Kakushu Suigeki6P into Kakushu Suirengeki6PP21.9%
Katoken3P+K21.9%
backdash into Dokuritsu Shiki8P+K+G21.9%
backdash into Fukushin Soukyaku33K+G21.9%
backdash into Hai Shiki2P+K+G21.9%
backdash into Kinkei DokuritsuP+K21.9%
backdash into Niki Bunkyaku9K21.9%
backdash into offensive move21.9%

34 further openings account for the other 41 rounds.

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: 8 of 16 tests hold up
  • Lei Fei: not tested (too few rounds)