VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

hayaya889

Career matches4,554
Career win rate50.0%
Round win rate48.1%
Peak rank34
Distinct opponents152
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1700 #805 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

Goh344,5542,2782,27650.0%

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

783 of 1,502 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.4446783

By opponent's character

Akira7.545092
Jean7.343858
Jacky7.544881
Goh7.746059
Jeffry7.846928
Lau7.846547
Kage7.544849
Vanessa7.343969
Brad7.444453
Sarah7.243525
Wolf7.645838
Pai7.142634
Lion8.047840
Aoi6.840829
El Blaze6.63989
Lei Fei7.042229
Shun7.444629
Eileen6.94127
Taka6.33797

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

Akira42241857.1%+9.7
Jean37162143.2%-4.3
Jacky34151944.1%-3.9
Goh30191163.3%+21.5
Jeffry2191242.9%-8.8
Lau2191242.9%-4.0
Kage2061430.0%-10.8
Vanessa2071335.0%-18.2
Brad1812666.7%+18.4
Sarah1841422.2%-27.5
Wolf1811761.1%+13.2
Pai168850.0%-1.1
Lion146842.9%+0.2
Aoi136746.1%-3.8
El Blaze135838.5%-11.4
Lei Fei137653.9%+11.2
Shun107370.0%+13.9
Eileen41325.0%-20.4
Taka32166.7%+18.2

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Single Wall50232746.0%+0.8
Half Fence41182343.9%-3.7
Rectangle40132732.5%-15.7
Breakable Full Fence38211755.3%+5.7
Full Fence36171947.2%-1.4
Open35152042.9%-4.6
Octagon34191555.9%+10.5
Low Fence29151451.7%+5.2
Breakable Half Fence23101343.5%-6.1
Full Fence and Open137653.9%+4.9

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21246.2%47.9%-1.7
No walls11446.5%46.3%+0.2

Walls against open: -1.9 points (95% range -14.4 to +10.6), p 0.764 — 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

けいすけ新宿 (Rank 32)2026/07/1151420.0%
∈挙動不審∋ (Rank 33)2026/07/101311284.6%
타우끼/taukee (Rank 36)2026/07/0643175.0%
ルビーロマン葵 (Rank 32)2026/07/0592722.2%
うぬ (Rank 35)2026/07/0451420.0%
イイダ (Rank 30)2026/07/03550100.0%
きよ丸 (Rank 33)2026/06/2443175.0%
リーウ (Rank 30)2026/06/2185362.5%
タイヨウ (Rank 29)2026/06/1843175.0%
Koromo (Rank 32)2026/06/1841325.0%
D A I (Rank 34)2026/06/134040.0%
nanami.madogiwa (Rank 33)2026/05/3154180.0%
ぷこ (Rank 33)2026/05/315050.0%
くりたろう (Rank 36)2026/05/2852340.0%
くろね@のびしろF (Rank 32)2026/05/2543175.0%
MikuMartineau (Rank 32)2026/05/23138561.5%
拳四郎 (Rank 31)2026/05/2341325.0%
ちょいそる (Rank 29)2026/05/2242250.0%
アドリブ使い (Rank 32)2026/05/1973442.9%
あぽろん (Rank 30)2026/05/1941325.0%
大尉 (Rank 31)2026/05/1042250.0%
AOEアオイ (Rank 31)2026/05/0951420.0%
lapislazuli (Rank 35)2026/04/2582625.0%
ヘニオ (Rank 31)2026/04/2264266.7%
エスメラルダ走り (Rank 32)2026/04/1541325.0%

Round openings

Goh

Career
2,278–2,276 · 50.0%
This season
365 matches · 47.7%
Peak rank
34

First hit in 51.9% of 1,495 rounds. Won 51.7% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 58.4% of rounds, against 26.4% in their other rounds.
  • Against Brad: waits first in 19.5% of rounds, against 6.0% against everyone else.
  • After opening the round before by backing off: backs off first in 34.8% of rounds, against 21.0% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 10.1% of rounds, against 3.3% after anything else.
  • After losing a round: evades first in 29.0% of rounds, against 20.6% after winning one.
  • In round 1: opens with “backdash into 4P Hoderi” in 19.5% of rounds, against 8.3% in their other rounds.
  • Against Jacky: opens with “P punch into PP Tsurane Shouda” in 14.9% of rounds, against 6.7% against everyone else.
  • After opening the round before with “P punch into PP Tsurane Shouda”: opens with “P punch into PP Tsurane Shouda” in 26.8% of rounds, against 8.1% after anything else.

How is this tested?

backdash into Hoderi4P16611.0%
punchP into Tsurane ShoudaPP1127.5%
Raikou3P1077.1%
backdash into Kokuryusatsu Ichi46P+K895.9%
punchP into Shouda~KasumigoroshiPK845.6%
backdash into evade down644.3%
evade down into Kurogane Kudaki66P644.3%
evade down into forward dash503.3%
backdash into Karura4P+K473.1%
punchP422.8%
crouch dash forward into Batousatsu3KP412.7%
crouch into Denkou3PP412.7%
evade up into forward dash362.4%
backdash into Urahiji44P352.3%
Raikou3P into Denkou3PP271.8%

132 further openings account for the other 498 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–13 · 38%8–3 · 73%too few to test
Jean12–12 · 50%4–8 · 33%too few to test
Jacky7–14 · 33%6–5 · 55%too few to test
Goh10–7 · 59%6–4 · 60%too few to test
Jeffry9–7 · 56%0–3 · 0%too few to test
Lau6–8 · 43%3–3 · 50%too few to test
Kage4–9 · 31%2–4 · 33%too few to test
Vanessa3–3 · 50%2–8 · 20%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 (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: 8 of 15 tests hold up