VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

MIES/ミース

  • Brad
Career matches3,288
Career win rate49.5%
Round win rate50.2%
Peak rank30
Distinct opponents196
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,634 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

Goh303,2841,6251,65949.5%
Brad21440100.0%

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

2,445 of 2,555 rounds counted

6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.94162,445

By opponent's character

Jacky7.0422274
Akira7.0419225
Kage6.8411185
Shun7.0418179
Wolf7.2433158
Brad6.9412166
Goh6.9415162
Lau7.0419137
Jeffry6.8406113
Sarah6.6398114
Lei Fei6.8408113
Pai6.9411110
El Blaze7.041986
Jean7.142892
Eileen6.840871
Vanessa7.544870
Lion7.042067
Dural6.639458
Aoi6.941735
Taka6.337730

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

Jacky67412661.2%+17.6
Akira56322457.1%+5.0
Kage48202841.7%-12.8
Shun47182938.3%-8.1
Wolf46281860.9%+13.8
Brad44242054.5%+12.3
Goh41172441.5%-5.1
Lau39231659.0%+12.0
Jeffry31102132.3%-16.9
Sarah31171454.8%+7.5
Lei Fei29101934.5%-22.4
Pai26141253.9%-4.7
El Blaze24111345.8%-5.3
Jean2291340.9%-8.1
Eileen1911857.9%+7.6
Vanessa1911857.9%+4.3
Lion1810855.6%-0.1
Dural1551033.3%-14.4
Aoi82625.0%-30.3
Taka83537.5%-22.5

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Half Fence72353748.6%+1.8
Rectangle69373253.6%+6.8
Low Fence67313646.3%-0.9
Single Wall66333350.0%+2.4
Open65432266.2%+16.2
Full Fence64283643.8%-8.7
Octagon63224134.9%-17.1
Breakable Full Fence53282552.8%+3.9
Breakable Half Fence52242846.1%-6.2
Full Fence and Open31161551.6%-3.0

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
Walls37346.6%49.5%-2.8
No walls19854.0%48.8%+5.2

Walls against open: -8.0 points (95% range -17.2 to +1.2), p 0.087 — 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

gin-chaman (Rank 28)2026/10/087070.0%
ziend-2525 (Rank 27)2026/10/0897277.8%
alleni3xvf5ws (Rank 32)2026/10/086060.0%
game_uver (Rank 32)2026/10/0286275.0%
manao_0609 (Rank 29)2026/09/2973442.9%
NO-NAMENANASI774 (Rank 31)2026/09/296060.0%
ざわっし (Rank 32)2026/09/2892722.2%
west-muta (Rank 33)2026/09/281881044.4%
らお (Rank 27)2026/08/23107370.0%
misoazy (Rank 28)2026/08/2176185.7%
TaKaArAsHi573 (Rank 29)2026/08/0472528.6%
あらら (Rank 30)2026/07/2584450.0%
GORIchu (Rank 27)2026/07/2272528.6%
prestidigitator0 (Rank 26)2026/07/2274357.1%
oyassangou (Rank 28)2026/07/2086275.0%
O.J.A (Rank 21)2026/07/191812666.7%
jieraiya39 (Rank 26)2026/07/1998188.9%
けいすけ新宿 (Rank 25)2026/07/1973442.9%
にすと ☆能登VF部 (Rank 26)2026/07/17124833.3%
paamataisa_1125 (Rank 21)2026/07/172011955.0%
Enemyunit (Rank 25)2026/07/1773442.9%
TAPIOKA (Rank 29)2026/07/176060.0%
bruceshiue (Rank 27)2026/07/1774357.1%
地球人你好~ (Rank 23)2026/07/04126650.0%
dalmax72 (Rank 22)2026/06/2994544.4%

Round openings

Every character

backdash into Karura4P+K49920.2%
Raikou3P into Denkou3PP26910.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1837.4%
backdash into backward movement1797.3%
backdash into guardG763.1%
backdash into Batousatsu3KP712.9%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G612.5%
Sune Kudaki43P572.3%
backdash into Sune Kudaki43P562.3%
backdash into Kyousengeri46K492.0%
Soukyu46P471.9%
throwP+G361.5%
backdash331.3%
guardG311.3%
backdash into Maegeri3K301.2%

170 further openings account for the other 788 rounds.

Counted from 615 of the 638 matches played. The rest were not pulled for openings.

Goh

Career
1,625–1,659 · 49.5%
This season
635 matches · 49.3%
Peak rank
30

First hit in 48.2% of 2,429 rounds. Won 54.9% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 55.9% of rounds, against 38.1% against everyone else.
  • On Rectangle stages: evades first in 11.5% of rounds, against 5.4% on the other stages.
  • After opening the round before by attacking: attacks straight away in 45.2% of rounds, against 34.3% after anything else.
  • After winning a round: attacks straight away in 52.7% of rounds, against 24.6% after losing one.
  • When behind: backs off first in 62.9% of rounds, against 41.8% when ahead or level.
  • In round 4 or later: opens with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami” in 10.3% of rounds, against 6.5% in their other rounds.
  • Against Wolf: opens with “3P Raikou into 3PP Denkou” in 24.1% of rounds, against 10.1% against everyone else.
  • On Full Fence and Open stages: opens with “3P Raikou into 3PP Denkou” in 20.0% of rounds, against 10.0% on the other stages.
  • After opening the round before with “backdash into backward movement”: opens with “backdash into backward movement” in 16.5% of rounds, against 6.6% after anything else.
  • After winning a round: opens with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami” in 14.8% of rounds, against 3.4% after losing one.
  • When ahead: opens with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami” in 13.6% of rounds, against 5.4% when level or behind.
  • After landing the first hit of the round before: opens with “3P Raikou into 3PP Denkou” in 12.0% of rounds, against 8.6% after being hit first.

How is this tested?

backdash into Karura4P+K49920.3%
Raikou3P into Denkou3PP26911.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1837.5%
backdash into backward movement1797.3%
backdash into guardG763.1%
backdash into Batousatsu3KP712.9%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G612.5%
Sune Kudaki43P572.3%
backdash into Sune Kudaki43P562.3%
backdash into Kyousengeri46K492.0%
Soukyu46P471.9%
throwP+G361.5%
backdash331.3%
guardG311.3%
backdash into Maegeri3K301.2%

162 further openings account for the other 777 rounds.

Counted from 612 of the 635 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
Jacky20–13 · 61%19–7 · 73%too few to test
Akira18–15 · 55%10–6 · 62%too few to test
Kage11–16 · 41%8–9 · 47%too few to test
Shun14–18 · 44%3–7 · 30%too few to test
Brad19–16 · 54%5–4 · 56%too few to test
Goh7–17 · 29%7–5 · 58%too few to test
Lau8–10 · 44%12–3 · 80%too few to test
Wolf12–9 · 57%2–4 · 33%too few to test
Jeffry5–16 · 24%3–3 · 50%too few to test
Sarah7–13 · 35%4–1 · 80%too few to test
Pai11–8 · 58%1–3 · 25%too few to test
El Blaze10–9 · 53%1–4 · 20%too few to test
Lei Fei3–8 · 27%7–6 · 54%too few to test
Jean4–6 · 40%5–6 · 45%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.

23 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?

Brad

Career
4–0 · 100.0%
This season
3 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dtee Sawk Dtrohng4P+K218.2%
backdash into evade down218.2%
Ducking6P+K+G into Sting BlowP+K19.1%
Elbow Hook6P into forward dash19.1%
Sit Jab2P19.1%
Spine Whip4P19.1%
crouch dash back into backdash19.1%
forward dash into Sharp Shoot1P19.1%
punchP into forward dash19.1%

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 (18 here; about 0.9 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: 12 of 18 tests hold up
  • Brad: not tested (too few rounds)