VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

造り酒屋の御曹司

  • Wolf
Career matches3,731
Career win rate45.3%
Round win rate49.5%
Peak rank27
Distinct opponents393
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1431 #2,461 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

Goh272,1259911,13446.6%
Wolf251,60669890843.5%

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

1,341 of 3,002 rounds counted

6.3 inputs a second (379 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.33801,214
Wolf6.2370127

By opponent's character

Jacky6.4384182
Akira6.3380118
Aoi6.2372109
Wolf6.4386116
Lion6.438291
Pai6.4382108
Sarah6.337659
Shun6.2374121
Jeffry6.035956
Goh6.237180
Brad6.639646
Kage6.338157
El Blaze6.740033
Lau6.136723
Jean6.136649
Eileen6.237316
Lei Fei6.236922
Vanessa6.941222
Dural6.23706
Taka6.438127

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

Jacky75363948.0%-0.5
Akira73334045.2%-5.5
Aoi70383254.3%+0.8
Wolf66303645.5%-0.8
Lion51232845.1%-3.5
Pai51252649.0%+2.9
Sarah51272452.9%+7.3
Shun47262155.3%+3.0
Jeffry41152636.6%-15.0
Goh36201655.6%+4.6
Brad33171651.5%+9.4
Kage26141253.9%+5.0
El Blaze25141156.0%+8.0
Lau23101343.5%-5.2
Jean2191242.9%-7.5
Eileen1871138.9%-13.1
Lei Fei136746.1%-7.4
Vanessa129375.0%+31.5
Dural83537.5%-7.2
Taka84450.0%+2.9

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Wall104416339.4%-10.7
Low Fence88602868.2%+19.9
Full Fence78433555.1%+7.1
Breakable Half Fence75344145.3%-1.9
Breakable Full Fence74334144.6%-5.8
Open70363451.4%+2.9
Rectangle68274139.7%-9.8
Half Fence62303248.4%-1.4
Octagon55233241.8%-5.2
Full Fence and Open38201852.6%+3.4

1 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
Walls41246.1%48.5%-2.4
No walls26252.3%49.3%+3.0

Walls against open: -5.3 points (95% range -13.3 to +2.6), p 0.190 — 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

nyu_necoginjo (Rank 27)2026/10/0963350.0%
neco (Rank 24)2026/09/3087187.5%
manekinecogames (Rank 23)2026/09/2795455.6%
こて (Rank 28)2026/09/1681712.5%
yubinpapas (Rank 26)2026/09/1452340.0%
Akagera_forest-K (Rank 24)2026/09/1363350.0%
chimichama (Rank 21)2026/08/2954180.0%
misoazy (Rank 26)2026/08/2941325.0%
委員ちょ (Rank 21)2026/08/2986275.0%
koiketyan (Rank 27)2026/08/2254180.0%
DON1031 (Rank 26)2026/08/2251420.0%
pri3_jpn (Rank 26)2026/07/3153260.0%
dij_0826 (Rank 25)2026/07/1962433.3%
syounai (Rank 27)2026/07/0942250.0%
みの (Rank 21)2026/07/0353260.0%
ALcY (Rank 21)2026/06/2642250.0%
☆瞳氷☆ (Rank 22)2026/05/3152340.0%
statham7352 (Rank 22)2026/05/2753260.0%
ありがとナス (Rank 26)2026/05/1443175.0%
tokyotony_youtub (Rank 25)2026/05/0953260.0%
GaaMANジール (Rank 26)2026/05/0863350.0%
naowai (Rank 21)2026/04/2054180.0%
マークや☆ (Rank 25)2026/04/2071614.3%
kumusutakar00 (Rank 24)2026/04/1654180.0%
sevenstars3160 (Rank 23)2026/04/0451420.0%

Round openings

Every character

crouch into Ni'oudaoshi3K+G34711.9%
crouch into Maegeri3K2849.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G2679.1%
KiribaraiK+G1123.8%
Screw Hook63214P into Screw Lariat63214PP993.4%
evade up993.4%
Garyu66K943.2%
crouch into Heavy Middle Kick3K+G712.4%
Karura4P+K692.4%
guardG672.3%
Soukyu46P582.0%
backdash into Karura4P+K481.6%
evade up into Soukyu46P421.4%
forward movement into Elbow Butt4P401.4%
evade down into Elbow Butt4P391.3%

240 further openings account for the other 1,189 rounds.

Counted from 727 of the 748 matches played. The rest were not pulled for openings.

Goh

Career
991–1,134 · 46.6%
This season
544 matches · 49.6%
Peak rank
27

First hit in 44.5% of 2,070 rounds. Won 54.0% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 10.8% of rounds, against 4.5% in their other rounds.
  • Against Akira: attacks straight away in 50.0% of rounds, against 36.9% against everyone else.
  • After the opponent opened the round before by backing off: backs off first in 12.9% of rounds, against 5.8% after anything else.
  • After losing a round: waits first in 40.1% of rounds, against 32.6% after winning one.
  • In round 4 or later: opens with “66K Garyu” in 7.9% of rounds, against 3.3% in their other rounds.
  • Against Akira: opens with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami” in 24.2% of rounds, against 11.3% against everyone else.
  • On Open stages: opens with “66K Garyu” in 10.6% of rounds, against 3.7% on the other stages.
  • After opening the round before with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami”: opens with “crouch into 3K+G Ni'oudaoshi” in 22.2% of rounds, against 13.7% after anything else.
  • After losing a round: opens with “crouch into 3K Maegeri” in 18.1% of rounds, against 8.7% after winning one.
  • When behind: opens with “crouch into 3K Maegeri” in 17.7% of rounds, against 10.6% when ahead or level.

How is this tested?

crouch into Ni'oudaoshi3K+G34716.6%
crouch into Maegeri3K28413.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G26712.8%
KiribaraiK+G1125.3%
Garyu66K944.5%
evade up793.8%
Karura4P+K693.3%
Soukyu46P582.8%
backdash into Karura4P+K482.3%
guardG472.2%
evade up into Soukyu46P422.0%
evade up into Karura4P+K391.9%
crouch into Denkou3PP301.4%
evade up into backward movement281.3%
evade up into Shouzuka Okuri1P+K271.3%

139 further openings account for the other 521 rounds.

Counted from 523 of the 544 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
Akira12–18 · 40%12–12 · 50%too few to test
Jacky12–15 · 44%9–7 · 56%too few to test
Aoi14–8 · 64%10–9 · 53%too few to test
Wolf8–13 · 38%6–11 · 35%too few to test
Lion10–14 · 42%7–3 · 70%too few to test
Shun14–12 · 54%5–4 · 56%too few to test
Sarah10–13 · 43%9–2 · 82%too few to test
Pai12–14 · 46%3–2 · 60%too few to test
Jeffry7–11 · 39%2–7 · 22%too few to test
Brad8–5 · 62%6–5 · 55%too few to test
Goh4–2 · 67%2–9 · 18%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.

21 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
698–908 · 43.5%
This season
204 matches · 47.1%
Peak rank
25

First hit in 47.0% of 827 rounds. Won 55.0% of the rounds they struck first, 44.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 59.3% of rounds, against 46.4% in their other rounds.
  • In round 1: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 20.1% of rounds, against 9.2% in their other rounds.
  • Against Akira: opens with “crouch into 3K+G Heavy Middle Kick” in 22.0% of rounds, against 7.5% against everyone else.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP9911.9%
crouch into Heavy Middle Kick3K+G718.5%
forward movement into Elbow Butt4P404.8%
evade down into Elbow Butt4P394.7%
Low Drop Kick62K374.4%
crouch into Low Drop Kick62K364.3%
Quick Shoulder66P+K323.8%
Low Drop Kick62K into kickK293.5%
Elbow Butt4P263.1%
Comet Hook1P into Knuckle Part1PP222.6%
evade up202.4%
guardG202.4%
evade up into Screw Lariat63214PP161.9%
R.A.W. AvengerP+K+G151.8%
Elbow Butt4P into Jab StraightPP121.4%

109 further openings account for the other 319 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky8–8 · 50%5–3 · 62%too few to test
Aoi4–6 · 40%5–4 · 56%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 (31 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: 10 of 16 tests hold up
  • Wolf: 3 of 15 tests hold up