VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

Darkfaller555

Career matches264
Career win rate45.8%
Round win rate45.9%
Peak rank22
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1245 #3,314 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

Goh2226412114345.8%

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

627 of 630 rounds counted

7.3 inputs a second (439 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.3439627

By opponent's character

Lion7.142478
Brad8.048256
Lau7.544753
Akira7.444549
Goh7.142449
Jean7.243451
Kage7.847040
Sarah7.343739
Wolf6.338033
Jacky7.343926
Pai7.243431
Lei Fei6.840923
Vanessa7.746022
El Blaze7.042322
Shun8.148518
Aoi7.042012
Taka8.148812
Dural6.84068
Eileen6.63985

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

Lion1961331.6%-11.4
Brad1541126.7%-10.6
Lau145935.7%-15.1
Akira135838.5%+9.3
Goh128466.7%+17.2
Jean126650.0%+9.8
Kage107370.0%+28.5
Sarah92722.2%-28.0
Wolf86275.0%+18.8
Jacky73442.9%+0.2
Pai72528.6%+2.7
Lei Fei62433.3%-13.4
Vanessa62433.3%-5.3
El Blaze53260.0%+14.4
Shun51420.0%-13.0
Aoi41325.0%-7.4
Taka32166.7%+13.7
Dural2020.0%-29.8
Eileen110100.0%+74.9

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

Full Fence29111837.9%-6.3
Octagon2191242.9%+2.7
Low Fence1961331.6%-5.6
Single Wall178947.1%+4.5
Half Fence156940.0%-11.9
Rectangle135838.5%-7.6
Open118372.7%+38.6
Breakable Full Fence102820.0%-15.4
Breakable Half Fence94544.4%-0.0
Full Fence and Open94544.4%+15.7

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
Walls9738.1%43.3%-5.1
No walls4746.8%39.0%+7.9

Walls against open: -13.0 points (95% range -34.5 to +8.5), p 0.237 — 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

▼GOLDFACE▲ (Rank 8)105550.0%
.ponto (Rank 11)95455.6%
Ty (Rank 11)86275.0%
slashsSSGW (Rank 17)71614.3%
temp-6250323 (Rank 21)75271.4%
bigboss25189 (Rank 22)52340.0%
Dalinar (Rank 21)42250.0%
Kaz (Rank 21)42250.0%
RayBladeX (Rank 26)4040.0%
chaingrabs (Rank 23)4040.0%
BehemothTyphoon (Rank 26)3030.0%
ColonelMeanders (Rank 22)31233.3%
Devin-thatguy (Rank 18)31233.3%
Din-Grogu30 (Rank 23)3030.0%
Hypergrav (Rank 22)32166.7%
Lightwing (Rank 18)31233.3%
Middleone (Rank 21)32166.7%
NAPPYPROPHET (Rank 24)31233.3%
PhiL_Left88 (Rank 18)32166.7%
SpearOfLuBu (Rank 20)32166.7%
The8thOne (Rank 26)31233.3%
Twonny (Rank 24)31233.3%
ZEROXP7 (Rank 22)31233.3%
ZNote1022 (Rank 13)31233.3%
BeeBindy (Rank 23)2020.0%

Most played opponents, most recent first

NAPPYPROPHET (Rank 24)2026/07/2431233.3%
BeeBindy (Rank 23)2026/07/242020.0%
Middleone (Rank 21)2026/07/2432166.7%
chaingrabs (Rank 23)2026/07/244040.0%
RayBladeX (Rank 26)2026/07/034040.0%
SpearOfLuBu (Rank 20)2026/07/0332166.7%
bigboss25189 (Rank 22)2026/06/2152340.0%
BehemothTyphoon (Rank 26)2026/06/213030.0%
Twonny (Rank 24)2026/06/2131233.3%
Din-Grogu30 (Rank 23)2026/06/203030.0%
Kaz (Rank 21)2026/06/2042250.0%
Hypergrav (Rank 22)2026/06/2032166.7%
Devin-thatguy (Rank 18)2026/06/2031233.3%
PhiL_Left88 (Rank 18)2026/06/1932166.7%
Dalinar (Rank 21)2026/06/1842250.0%
ColonelMeanders (Rank 22)2026/06/1731233.3%
The8thOne (Rank 26)2026/06/1731233.3%
slashsSSGW (Rank 17)2026/06/1771614.3%
ZEROXP7 (Rank 22)2026/06/1731233.3%
Lightwing (Rank 18)2026/06/1731233.3%
temp-6250323 (Rank 21)2026/06/1675271.4%
.ponto (Rank 11)2026/06/1395455.6%
Ty (Rank 11)2026/06/1386275.0%
ZNote1022 (Rank 13)2026/06/1331233.3%
▼GOLDFACE▲ (Rank 8)2026/06/12105550.0%

Round openings

Goh

Career
121–143 · 45.8%
This season
158 matches · 41.8%
Peak rank
22

First hit in 59.3% of 627 rounds. Won 47.3% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

  • On Single Wall stages: backs off first in 27.1% of rounds, against 10.5% on the other stages.
  • After opening the round before by backing off: backs off first in 30.9% of rounds, against 10.8% after anything else.
  • After the opponent opened the round before by waiting: waits first in 41.4% of rounds, against 21.7% after anything else.
  • In round 1: opens with “6P Hiji'ate” in 12.0% of rounds, against 3.2% in their other rounds.
  • On Rectangle stages: opens with “3K Maegeri into 3KP Batousatsu” in 26.4% of rounds, against 2.7% on the other stages.

How is this tested?

crouch into Denkou3PP589.2%
punchP568.9%
crouch into Ni'oudaoshi3K+G487.6%
Hiji'ate6P345.4%
Maegeri3K into Batousatsu3KP294.6%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G284.4%
punchP into Haraigeri2K+G213.3%
backdash into Batousatsu3KP203.2%
Ni'oudaoshi3K+G193.0%
KiribaraiK+G132.1%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP121.9%
punchP into Karura4P+K111.7%
Sune Kudaki43P101.6%
forward dash into Ni'oudaoshi3K+G101.6%
guardG91.4%

89 further openings account for the other 253 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: 5 of 15 tests hold up