VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

きく

  • Wolf
Career matches397
Career win rate58.2%
Round win rate49.4%
Peak rank26
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1267 Not ranked yet: the list needs 50 matches. See 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

Goh2639022816258.5%
Wolf1673442.9%

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

178 of 178 rounds counted

7.1 inputs a second (424 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.1426169
Wolf6.43869

By opponent's character

Akira6.841037
Pai6.841029
Jacky6.639618
Brad7.947511
Goh7.84689
Jean7.343614
Jeffry7.041713
Lion7.242913
Kage7.74637
Lei Fei7.74628
Aoi6.53903
Lau7.04213
Sarah6.63955
Shun6.94164
Wolf7.84674

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

Akira103730.0%-13.8
Pai83537.5%-33.3
Jacky53260.0%+10.8
Brad330100.0%+56.2
Goh32166.7%+4.7
Jean330100.0%+46.6
Jeffry32166.7%+4.0
Lion32166.7%+14.6
Kage220100.0%+63.6
Lei Fei21150.0%+15.0
Aoi1010.0%-53.6
Lau1010.0%-43.4
Sarah1010.0%-48.3
Shun1010.0%-43.4
Wolf1010.0%-39.5

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

Octagon115645.5%-13.3
Half Fence109190.0%+47.6
Breakable Full Fence64266.7%+19.2
Full Fence61516.7%-15.5
Rectangle52340.0%-26.3
Breakable Half Fence32166.7%+14.4
Single Wall2020.0%-42.3
Full Fence and Open1010.0%-72.5
Open110100.0%+30.7

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
Walls4156.1%51.1%+5.0
No walls333.3%50.3%-17.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

a_h_i_k_o (Rank 29)2026/10/121010.0%
かげちよ (Rank 27)2026/10/091010.0%
ペケ壱 (Rank 29)2026/10/07110100.0%
こて (Rank 29)2026/10/071010.0%
KYOROICHI (Rank 28)2026/09/302020.0%
osAnKIRA (Rank 23)2026/09/30110100.0%
Martin1833 (Rank 25)2026/09/301010.0%
カプリッチョ (Rank 27)2026/09/301010.0%
あかげら (Rank 23)2026/09/3051420.0%
下汁 (Rank 25)2026/09/29110100.0%
omuretukun (Rank 24)2026/09/291010.0%
HEDO/ (Rank 24)2026/09/27220100.0%
Agito (Rank 27)2026/09/271010.0%
xXsoul-childXx (Rank 28)2026/09/27220100.0%
windowkhs (Rank 27)2026/09/271010.0%
kimxxxtt (Rank 22)2026/09/251010.0%
豆次郎 (Rank 23)2026/09/25220100.0%
ヒルヒル (Rank 13)2026/09/25330100.0%
maicoo (Rank 21)2026/09/24330100.0%
yusyusonna (Rank 24)2026/09/24220100.0%
RECOBA20 (Rank 21)2026/09/24110100.0%
ゅろぽ (Rank 24)2026/09/241010.0%
かっち (Rank 13)2026/09/23220100.0%
おぺ (Rank 11)2026/09/231010.0%
Yamete (Rank 31)2026/09/233030.0%

Round openings

Every character

forward movement into punchP4226.8%
Ni'oudaoshi3K+G127.6%
forward movement into Shouda~KasumigoroshiPK117.0%
Sune'uchi2P85.1%
crouch dash forward into Batousatsu3KP63.8%
backdash into Soukyu46P53.2%
crouch dash forward into Tsukikage6K53.2%
backdash into evade up42.5%
crouch dash back into guardG42.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G31.9%
Raikou3P into Denkou3PP31.9%
crouch dash forward into Soukyu46P31.9%
forward dash into Batousatsu3KP31.9%
forward dash into evade up31.9%
Low Drop Kick62K21.3%

34 further openings account for the other 43 rounds.

Counted from 42 of the 47 matches played. The rest were not pulled for openings.

Goh

Career
228–162 · 58.5%
This season
45 matches · 48.9%
Peak rank
26

First hit in 56.2% of 146 rounds. Won 48.8% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3926.4%
Ni'oudaoshi3K+G128.1%
forward movement into Shouda~KasumigoroshiPK117.4%
Sune'uchi2P85.4%
crouch dash forward into Batousatsu3KP64.0%
backdash into Soukyu46P53.4%
crouch dash forward into Tsukikage6K53.4%
backdash into evade up42.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G32.0%
Raikou3P into Denkou3PP32.0%
crouch dash back into guardG32.0%
crouch dash forward into Soukyu46P32.0%
forward dash into Batousatsu3KP32.0%
forward dash into evade up32.0%
Sune'uchi2P into backdash21.4%

30 further openings account for the other 38 rounds.

Counted from 40 of the 45 matches played. The rest were not pulled for openings.

Wolf

Career
3–4 · 42.9%
This season
2 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP333.3%
Low Drop Kick62K222.2%
Elbow Butt4P111.1%
Elbow Butt4P into punchP111.1%
Screw Hook63214P into Screw Lariat63214PP111.1%
crouch dash back into guardG111.1%

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

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