VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Goh

shuri_nero

  • Wolf
Career matches8,216
Career win rate51.0%
Round win rate48.9%
Peak rank36
Distinct opponents258
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1674 #923 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

Goh364,6202,3422,27850.7%
Wolf353,5961,8451,75151.3%

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

4,262 of 4,928 rounds counted

6.6 inputs a second (395 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.63983,925
Wolf6.1366337

By opponent's character

Jacky6.8411475
Akira6.7404444
Jean6.7401355
Jeffry6.7400238
Aoi6.6396269
Sarah6.5388288
Wolf6.7401250
Lau6.7404266
El Blaze6.3381221
Lion6.4383208
Kage6.7401182
Pai6.8405212
Shun6.5388163
Taka5.9356203
Vanessa6.6396106
Lei Fei6.4383105
Brad6.4384109
Goh6.438585
Eileen6.237555
Dural6.740328

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

Jacky132716153.8%+7.4
Akira121546744.6%-4.4
Jean98534554.1%+7.6
Jeffry91464550.5%+2.0
Aoi86374943.0%-3.4
Sarah81394248.1%+0.8
Wolf78423653.9%+0.4
Lau76344244.7%-0.4
El Blaze65254038.5%-8.6
Lion59263344.1%+2.4
Kage54282651.9%+6.0
Pai52213140.4%-1.7
Shun48202841.7%-2.8
Taka48153331.2%-12.0
Vanessa36181850.0%-2.1
Lei Fei32122037.5%-8.7
Brad31161551.6%+5.5
Goh22121054.5%+8.5
Eileen1541126.7%-14.0
Dural74357.1%+1.8

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Open155777849.7%+2.9
Octagon153718246.4%-1.6
Breakable Full Fence137617644.5%-3.6
Breakable Half Fence124636150.8%+5.8
Single Wall123586547.1%+0.3
Half Fence111476442.3%-3.3
Low Fence111535847.8%+4.4
Rectangle98455345.9%-1.9
Full Fence95385740.0%-8.2
Full Fence and Open71353649.3%+0.8

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
Walls71845.3%47.0%-1.7
No walls38948.3%46.1%+2.2

Walls against open: -4.0 points (95% range -10.7 to +2.7), p 0.246 — 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

ぷこ (Rank 37)2026/10/11168850.0%
Laphroaig10 (Rank 38)2026/10/10146842.9%
orz (Rank 30)2026/10/091913668.4%
BigBoin (Rank 33)2026/10/072451920.8%
あぽろん (Rank 35)2026/09/182251722.7%
あいりく (Rank 36)2026/09/181731417.6%
كليوديتي (Rank 32)2026/09/17159660.0%
お~ちゃん (Rank 34)2026/09/17179852.9%
にゃがみはらう (Rank 35)2026/09/15137653.9%
lapislazuli (Rank 38)2026/09/0834171750.0%
拳四郎 (Rank 37)2026/09/08113827.3%
ジークリオン (Rank 36)2026/09/061441028.6%
フェイス (Rank 36)2026/09/06114736.4%
なめ (Rank 37)2026/09/062112957.1%
ヘニオ (Rank 34)2026/08/3020101050.0%
ちょいそる (Rank 35)2026/08/24134930.8%
ふぇに (Rank 35)2026/08/23125741.7%
テクノモデル (Rank 34)2026/08/232181338.1%
delicioso (Rank 34)2026/08/18124833.3%
マクシミリアン15世 (Rank 32)2026/08/061910952.6%
おむすび山▲かずkaz_kcj (Rank 35)2026/07/31126650.0%
くろなぎ (Rank 30)2026/07/17158753.3%
たたみん♪ (Rank 38)2026/07/02145935.7%
さいたま梅澤/T.Umezawa (Rank 30)2026/06/21147750.0%
MikuMartineau (Rank 30)2026/06/041511473.3%

Round openings

Every character

backdash into Karura4P+K65614.2%
backdash into evade up56112.2%
forward dash into throwP+G46210.0%
forward movement into punchP2305.0%
Rolling Savate6K+G1523.3%
backdash into throwP+G1433.1%
backdash into evade down1403.0%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G1242.7%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP1042.3%
backdash into punchP581.3%
forward dash into Low Drop Kick62K521.1%
Garyu66K501.1%
guardG into evade up481.0%
crouch into Sune'uchi2P471.0%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP451.0%

302 further openings account for the other 1,731 rounds.

Counted from 1,147 of the 1,232 matches played. The rest were not pulled for openings.

Goh

Career
2,342–2,278 · 50.7%
This season
989 matches · 46.2%
Peak rank
36

First hit in 45.3% of 3,564 rounds. Won 54.6% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 57.4% of rounds, against 51.6% in their other rounds.
  • Against Shun: waits first in 20.7% of rounds, against 6.0% against everyone else.
  • After opening the round before by waiting: waits first in 16.9% of rounds, against 6.0% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 28.1% of rounds, against 19.1% after anything else.
  • After winning a round: attacks straight away in 19.8% of rounds, against 14.0% after losing one.
  • When behind: evades first in 4.2% of rounds, against 2.2% when ahead or level.
  • In round 1: opens with “backdash into evade up” in 15.9% of rounds, against 11.2% in their other rounds.
  • Against Jacky: opens with “forward movement into P punch” in 8.7% of rounds, against 3.9% against everyone else.
  • On Single Wall stages: opens with “forward movement into P punch” in 8.3% of rounds, against 3.9% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 14.5% of rounds, against 10.7% after anything else.
  • After winning a round: opens with “46P+KP Kokuryusatsu Ni into 46P+KPP+G Kokuryusatsu Ni~Tsukami” in 5.1% of rounds, against 2.6% after losing one.

How is this tested?

backdash into Karura4P+K65618.2%
forward dash into throwP+G45112.5%
backdash into evade up44612.4%
forward movement into punchP1604.4%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G1243.4%
backdash into throwP+G1133.1%
backdash into evade down1123.1%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP1042.9%
Garyu66K501.4%
crouch into Sune'uchi2P471.3%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP451.2%
forward dash into Ni'oudaoshi3K+G441.2%
throwP+G441.2%
backward movement into Ropputsubushi6P+K391.1%
backdash into Kokuryusatsu Ni~Tsukami46P+KPP+G381.1%

210 further openings account for the other 1,131 rounds.

Counted from 904 of the 989 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
Jacky35–31 · 53%19–15 · 56%-6.0
Jean13–19 · 41%23–16 · 59%too few to test
Akira20–22 · 48%11–14 · 44%too few to test
Aoi19–29 · 40%8–9 · 47%too few to test
Sarah19–21 · 48%10–2 · 83%too few to test
Wolf22–22 · 50%6–2 · 75%too few to test
Lau11–19 · 37%8–14 · 36%too few to test
El Blaze11–17 · 39%9–10 · 47%too few to test
Jeffry20–11 · 65%5–6 · 45%too few to test
Pai13–18 · 42%4–7 · 36%too few to test
Lion11–11 · 50%8–8 · 50%too few to test
Shun5–9 · 36%5–10 · 33%too few to test
Taka9–16 · 36%4–7 · 36%too few to test
Kage8–6 · 57%8–7 · 53%too few to test
Lei Fei6–8 · 43%0–4 · 0%too few to test
Brad2–2 · 50%3–10 · 23%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

85 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?

Wolf

Career
1,845–1,751 · 51.3%
This season
243 matches · 49.4%
Peak rank
35

First hit in 43.7% of 990 rounds. Won 53.8% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • Against Kage: evades first in 21.7% of rounds, against 6.1% against everyone else.
  • On Half Fence stages: moves in first in 42.9% of rounds, against 22.6% on the other stages.
  • After opening the round before by waiting: waits first in 21.7% of rounds, against 6.8% after anything else.
  • In round 3: opens with “forward movement into P punch” in 11.9% of rounds, against 5.4% in their other rounds.
  • Against Lion: opens with “forward dash into 62K Low Drop Kick” in 18.8% of rounds, against 4.3% against everyone else.

How is this tested?

Rolling Savate6K+G15215.2%
backdash into evade up11511.5%
forward movement into punchP707.0%
forward dash into Low Drop Kick62K525.2%
backdash into throwP+G303.0%
backdash into evade down282.8%
forward movement into Elbow Butt4P232.3%
backdash into punchP222.2%
forward dash into Heavy Middle Kick3K+G212.1%
forward movement into Hammer KickPK191.9%
Quick Shoulder66P+K181.8%
crouch into Low Hammer2P171.7%
backdash into Savate4K161.6%
Low Drop Kick62K151.5%
evade down into Elbow Butt4P151.5%

123 further openings account for the other 386 rounds.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry10–14 · 42%2–9 · 18%too few to test
Akira4–9 · 31%5–5 · 50%too few to test
Jacky8–11 · 42%0–0 · —too few to test
Wolf3–4 · 43%4–5 · 44%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.

How is this tested?

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 (32 here; about 1.6 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: 11 of 17 tests hold up
  • Wolf: 5 of 15 tests hold up