VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

Jofs

Career matches245
Career win rate49.0%
Round win rate50.8%
Peak rank23
Distinct opponents41
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1261 #3,262 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

Goh2324512012549.0%

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

598 of 598 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.8349598

By opponent's character

Vanessa5.734079
Wolf5.633671
Jacky5.935568
Lei Fei5.633761
Lau6.036150
Sarah6.136754
Aoi6.036129
Brad5.734136
Pai6.338031
Shun5.935422
Taka6.035925
Goh5.532816
Kage6.337914
El Blaze5.130712
Akira5.83478
Eileen5.23137
Jean5.73416
Lion6.23726
Jeffry5.23143

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

Vanessa1910952.6%-7.3
Wolf1814477.8%+20.5
Jacky1714382.3%+18.1
Lei Fei1510566.7%+15.0
Lau135838.5%-10.0
Sarah135838.5%-6.3
Aoi92722.2%-28.5
Brad96366.7%+7.2
Pai8080.0%-47.2
Shun62433.3%-6.6
Taka62433.3%-2.4
Goh42250.0%-1.8
Kage440100.0%+50.5
El Blaze31233.3%+21.9
Akira2020.0%-49.3
Eileen220100.0%+40.1
Jean2020.0%-28.0
Lion2020.0%-10.2
Jeffry1010.0%-58.6

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

Half Fence27131448.1%-8.4
Single Wall26111542.3%-5.4
Open2112957.1%+2.7
Octagon158753.3%+3.9
Full Fence148657.1%+5.2
Low Fence105550.0%+15.2
Breakable Half Fence84450.0%-6.1
Breakable Full Fence72528.6%-25.2
Rectangle76185.7%+21.2
Full Fence and Open63350.0%-12.5

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
Walls7852.6%54.4%-1.8
No walls5749.1%47.8%+1.3

Walls against open: -3.1 points (95% range -20.4 to +14.2), p 0.723 — 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

johncha (Rank 21)1412285.7%
Ramenion (Rank 23)138561.5%
stinky (Rank 20)103730.0%
B34TD0WN (Rank 26)91811.1%
ZachAttack (Rank 21)96366.7%
wargandi03 (Rank 12)98188.9%
TayoTayoTaka (Rank 25)62433.3%
Kaashif (Rank 24)51420.0%
BillCutting0666 (Rank 22)42250.0%
Garglemyne (Rank 8)440100.0%
LongDreadX (Rank 14)440100.0%
PeerC001 (Rank 25)4040.0%
thedriver (Rank 22)42250.0%
thehawk09 (Rank 11)42250.0%
Ant0 (Rank 37)31233.3%
DDRMONKEY (Rank 27)31233.3%
Nxrevl (Rank 3)32166.7%
SirCrowbar (Rank 12)3030.0%
gonnajump_ (Rank 21)32166.7%
Keanight (Rank 6)220100.0%
LethalLegendK (Rank 29)2020.0%
Vertabral (Rank 6)220100.0%
ZaZaNinja513 (Rank 16)220100.0%
atticuslive96 (Rank 8)2020.0%
skoydman187 (Rank 21)220100.0%

Most played opponents, most recent first

johncha (Rank 21)2026/07/221412285.7%
LethalLegendK (Rank 29)2026/07/222020.0%
PeerC001 (Rank 25)2026/07/214040.0%
B34TD0WN (Rank 26)2026/07/2191811.1%
Ramenion (Rank 23)2026/07/20138561.5%
ZaZaNinja513 (Rank 16)2026/07/20220100.0%
Kaashif (Rank 24)2026/07/2051420.0%
gonnajump_ (Rank 21)2026/07/2032166.7%
DDRMONKEY (Rank 27)2026/07/2031233.3%
TayoTayoTaka (Rank 25)2026/07/1862433.3%
skoydman187 (Rank 21)2026/07/17220100.0%
ZachAttack (Rank 21)2026/07/1796366.7%
LongDreadX (Rank 14)2026/07/17440100.0%
BillCutting0666 (Rank 22)2026/07/1742250.0%
thedriver (Rank 22)2026/07/1742250.0%
stinky (Rank 20)2026/07/16103730.0%
Ant0 (Rank 37)2026/07/1631233.3%
wargandi03 (Rank 12)2026/07/1098188.9%
Vertabral (Rank 6)2026/06/24220100.0%
Garglemyne (Rank 8)2026/06/21440100.0%
atticuslive96 (Rank 8)2026/06/212020.0%
SirCrowbar (Rank 12)2026/06/213030.0%
thehawk09 (Rank 11)2026/06/2142250.0%
Keanight (Rank 6)2026/06/21220100.0%
Nxrevl (Rank 3)2026/06/0832166.7%

Round openings

Goh

Career
120–125 · 49.0%
This season
153 matches · 51.6%
Peak rank
23

First hit in 52.3% of 597 rounds. Won 55.1% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • Against Vanessa: opens with “66K Garyu” in 25.3% of rounds, against 6.7% against everyone else.

How is this tested?

Garyu66K559.2%
Raijinsatsu6K+G437.2%
crouch into Kusabigeri2K325.3%
KiribaraiK+G284.7%
Tsukikage6K264.3%
Hiji'ate6P223.7%
Soukyu46P193.2%
Tengusatsu9K+G152.5%
backdash into Kyousengeri46K152.5%
kickK152.5%
crouch into Sune'uchi2P142.3%
Sune'uchi2P122.0%
punchP into kickK122.0%
Haraigeri2K+G111.8%
Zenpou Kaiten Ukemi6P+K+G111.8%

117 further openings account for the other 268 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 (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: 1 of 15 tests hold up