VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

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  • Lion
  • Sarah
  • Dural
Career matches3,260
Career win rate46.7%
Round win rate48.6%
Peak rank25
Distinct opponents140
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1342 #2,952 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

Goh242,5291,1551,37445.7%
Lion2561132129052.5%
Sarah21107436440.2%
Dural16134930.8%

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

1,191 of 1,444 rounds counted

5.9 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.8351975
Lion6.5388177
Sarah6.136839

By opponent's character

Akira5.8348200
Jacky5.9356106
Sarah6.1364114
Lau6.237481
Lion6.337988
Aoi5.935454
Pai6.035976
Wolf5.734170
Goh5.935282
Jean5.734258
Kage6.237061
Shun6.237152
El Blaze5.834737
Jeffry5.532927
Brad6.036230
Vanessa5.633928
Eileen5.935514
Lei Fei5.53288
Taka5.83505

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

Akira65293644.6%-2.2
Jacky33112233.3%-12.3
Sarah32151746.9%+6.4
Lau27161159.3%+6.8
Lion27131448.1%-11.9
Aoi2517868.0%+20.2
Pai2391439.1%-0.4
Wolf22121054.5%+10.3
Goh20101050.0%+2.8
Jean1851327.8%-16.0
Kage1712570.6%+8.6
Shun168850.0%+2.8
El Blaze114736.4%-10.0
Jeffry114736.4%-6.8
Brad73442.9%-5.1
Vanessa73442.9%+2.0
Eileen32166.7%+2.3
Lei Fei2020.0%-37.3
Taka110100.0%+56.6

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

Rectangle50262452.0%+6.0
Open46202643.5%-6.4
Breakable Half Fence42152735.7%-3.8
Octagon39152438.5%-9.2
Single Wall39162341.0%-4.6
Half Fence38221657.9%+8.6
Breakable Full Fence35181751.4%+3.6
Low Fence29141548.3%-2.6
Full Fence2291340.9%-9.0
Full Fence and Open1710758.8%+4.5

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
Walls22646.5%46.4%+0.1
No walls11443.9%48.1%-4.3

Walls against open: +4.4 points (95% range -7.2 to +15.9), p 0.458 — 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

みらめたる (Rank 23)2026/10/1697277.8%
Mon3tr (Rank 21)2026/10/1572528.6%
パニガーレ (Rank 25)2026/10/124040.0%
ttfour@サラしかできないw (Rank 21)2026/10/1285362.5%
kim4439 (Rank 21)2026/10/1053260.0%
y.o.y (Rank 21)2026/10/08440100.0%
MAXマンピー (Rank 21)2026/10/0853260.0%
potimaru1059 (Rank 22)2026/10/0741325.0%
osAnKIRA (Rank 21)2026/10/0362433.3%
chimichama (Rank 21)2026/09/231410471.4%
サーちゃん (Rank 22)2026/09/2354180.0%
Fuji-Atsuka (Rank 21)2026/09/1797277.8%
Martin1833 (Rank 23)2026/09/1343175.0%
yasai (Rank 23)2026/09/0884450.0%
しろ☆おび。@のびしろF (Rank 22)2026/09/04102820.0%
naowai (Rank 21)2026/07/3086275.0%
けつ毛バーガー相場 (Rank 22)2026/07/1783537.5%
委員ちょ (Rank 21)2026/07/1565183.3%
ねこ吉 (Rank 22)2026/07/1441325.0%
うっど (Rank 23)2026/06/2743175.0%
Blaccat.M (Rank 21)2026/05/3054180.0%
moreru (Rank 22)2026/05/2286275.0%
踊る!おかぁちゃん☆ (Rank 24)2026/05/2153260.0%
shinkita (Rank 22)2026/05/2175271.4%
FOX_CQC (Rank 23)2026/05/2042250.0%

Round openings

Every character

guardG18514.7%
backdash into Karura4P+K1149.1%
crouch into Sune'uchi2P564.5%
evade down into backdash463.7%
evade down into Karura4P+K383.0%
backdash into guardG373.0%
evade up312.5%
In'you4P into Ni In'you4PP302.4%
evade up into Denkou3PP252.0%
Kumite Harai (Deflect)4P+K+G into BasaraP+K+G241.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G241.9%
evade up into Jibishou3P+K241.9%
punchP into Shouda~KasumigoroshiPK241.9%
punchP into kickK221.8%
backdash into evade up211.7%

182 further openings account for the other 554 rounds.

Counted from 320 of the 367 matches played. The rest were not pulled for openings.

Goh

Career
1,155–1,374 · 45.7%
This season
295 matches · 45.4%
Peak rank
24

First hit in 42.7% of 994 rounds. Won 51.9% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 31.1% of rounds, against 21.6% in their other rounds.
  • Against Akira: attacks straight away in 37.1% of rounds, against 20.1% against everyone else.
  • On Open stages: attacks straight away in 31.8% of rounds, against 22.0% on the other stages.
  • After opening the round before by backing off: evades first in 39.2% of rounds, against 25.4% after anything else.
  • In round 1: opens with “evade down into backdash” in 8.3% of rounds, against 2.9% in their other rounds.
  • Against Lau: opens with “crouch into 2P Sune'uchi” in 20.6% of rounds, against 4.5% against everyone else.

How is this tested?

guardG16016.0%
backdash into Karura4P+K11411.4%
crouch into Sune'uchi2P565.6%
evade down into backdash434.3%
evade down into Karura4P+K383.8%
backdash into guardG313.1%
evade up252.5%
evade up into Denkou3PP252.5%
Kumite Harai (Deflect)4P+K+G into BasaraP+K+G242.4%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G242.4%
evade up into Jibishou3P+K242.4%
punchP into Shouda~KasumigoroshiPK242.4%
punchP into kickK202.0%
backdash into backward movement181.8%
Raikou3P into Denkou3PP171.7%

127 further openings account for the other 358 rounds.

Counted from 254 of the 295 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
Akira14–18 · 44%2–8 · 20%too few to test
Sarah7–8 · 47%3–5 · 38%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.

41 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?

Lion

Career
321–290 · 52.5%
This season
59 matches · 62.7%
Peak rank
25

First hit in 44.4% of 205 rounds. Won 57.1% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

In'you4P into Ni In'you4PP3014.6%
guardG188.8%
evade up into Ni In'you4PP157.3%
Koushu RensuiPP into Renkan SenshouPPP94.4%
Juchou Senshou8P+K into Souji SenpuP+K83.9%
backdash into evade up83.9%
evade down into Ni In'you4PP83.9%
Juchou Senshou8P+K73.4%
Koushu RensuiPP into Rensui SoushuPPP+K73.4%
backdash into Kishitsu Kasensou43P73.4%
backdash into Sentai4K73.4%
Kouho Hachihonsui44P+K52.4%
In'you4P41.9%
crouch into Katousui2P41.9%
evade down41.9%

37 further openings account for the other 64 rounds.

Counted from 53 of the 59 matches played. The rest were not pulled for openings.

Sarah

Career
43–64 · 40.2%
This season
11 matches · 18.2%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG615.4%
Sharpsword44K37.7%
backdash into evade up37.7%
backdash into guardG37.7%
backdash into Leg Slicer2K+G25.1%
evade down into Switch Kick4K25.1%
evade down into backward movement25.1%
evade up into backdash25.1%
kickK into punchP25.1%
punchP into Punch High KickPK25.1%
Serpent Toe Kick2P+K into Serpent Smash Cannon2P+KK12.6%
Valkyrie Jab9K+GP into Valkyrie Straight9K+GPP12.6%
backdash into Crescent Heel4K+G12.6%
backdash into Switch Kick4K12.6%
backdash into forward dash12.6%

7 further openings account for the other 7 rounds.

Dural

Career
4–9 · 30.8%
This season
2 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up220.0%
Side Kick Combination3KKK into Backer Shift Combination3KKKK110.0%
backdash into guardG110.0%
evade up into guardG110.0%
evade up into up, back kick+guard84K+G110.0%
guardG110.0%
punchP110.0%
punchP into One TwoPP110.0%
punchP into Rising Elbow6P110.0%

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: 6 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Dural: not tested (too few rounds)