VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

家庭内最弱の剛君

Career matches5,508
Career win rate49.4%
Round win rate49.4%
Peak rank30
Distinct opponents282
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1531 #1,803 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

Goh305,5082,7182,79049.4%

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

1,096 of 2,177 rounds counted

5.9 inputs a second (353 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.93531,096

By opponent's character

Jacky6.1363177
Akira6.0357114
Wolf5.9354103
Aoi5.9352134
Pai6.035963
Kage5.734037
Lau6.338033
Shun5.734283
Goh5.935540
Jeffry5.834545
Sarah5.835061
Jean5.834744
Lion5.533332
Brad6.035922
Vanessa6.035942
El Blaze5.532913
Taka5.432428
Eileen5.734118
Lei Fei6.03597

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

Jacky83404348.2%+1.8
Akira57273047.4%-0.9
Wolf56362064.3%+13.8
Aoi46212545.6%-2.4
Pai40211952.5%+3.1
Kage30111936.7%-11.6
Lau28111739.3%-10.0
Shun28121642.9%-8.5
Goh2415962.5%+10.7
Jeffry23111247.8%-1.1
Sarah21111052.4%+4.5
Jean2011955.0%+6.5
Lion1871138.9%-15.1
Brad1771041.2%-6.2
Vanessa169756.2%+12.7
El Blaze157846.7%-7.8
Taka84450.0%-1.4
Eileen72528.6%-9.8
Lei Fei62433.3%-9.3
Dural21150.0%+6.5

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Wall66323448.5%-0.8
Low Fence64293545.3%-3.5
Half Fence59302950.9%+2.8
Rectangle59273245.8%-4.7
Breakable Half Fence58253343.1%-7.7
Open52242846.1%-0.2
Full Fence51252649.0%+1.1
Breakable Full Fence48232547.9%+0.2
Octagon38211755.3%+3.8
Full Fence and Open23121152.2%+4.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls31348.2%49.2%-1.0
No walls18246.7%48.1%-1.4

Walls against open: +0.4 points (95% range -9.2 to +10.1), p 0.932 — 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

Uecchi-Ver53 (Rank 30)2026/10/175050.0%
tubaki_ok (Rank 28)2026/10/074040.0%
CELIS (Rank 28)2026/09/2771614.3%
RX-7FD3S-Type-RS (Rank 25)2026/09/2775271.4%
osaka_mouko4649 (Rank 26)2026/09/2354180.0%
midori6127 (Rank 30)2026/09/1741325.0%
jukuchosan (Rank 30)2026/07/0242250.0%
なっちゃんねる (Rank 26)2026/06/2541325.0%
arafif-50 (Rank 30)2026/06/1942250.0%
gbh12056 (Rank 27)2026/06/1942250.0%
ginno-talots_DQR (Rank 28)2026/06/1241325.0%
肉彦さん☆彡 (Rank 30)2026/06/024040.0%
ぶる~す・ぴぃ~ (Rank 28)2026/05/2351420.0%
BudEkins_may (Rank 29)2026/05/2341325.0%
Gala85818 (Rank 25)2026/05/2353260.0%
horahukin-DRZ (Rank 25)2026/05/2242250.0%
tawava (Rank 28)2026/05/2153260.0%
めかざわ (Rank 26)2026/05/1862433.3%
ありがとナス (Rank 27)2026/05/1363350.0%
gta4vcs (Rank 27)2026/05/1254180.0%
shironeko-hi (Rank 26)2026/05/1251420.0%
ER_higante (Rank 27)2026/05/1143175.0%
spacejamplus (Rank 27)2026/05/0652340.0%
ドクダミふぇーい// (Rank 24)2026/05/0652340.0%
暴れん棒2nd (Rank 23)2026/04/09440100.0%

Round openings

Goh

Career
2,718–2,790 · 49.4%
This season
545 matches · 48.8%
Peak rank
30

First hit in 47.7% of 1,997 rounds. Won 54.5% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 63.6% of rounds, against 56.2% in their other rounds.
  • Against Shun: backs off first in 32.6% of rounds, against 13.7% against everyone else.
  • After opening the round before by backing off: backs off first in 36.1% of rounds, against 13.9% after anything else.
  • After winning a round: backs off first in 23.2% of rounds, against 10.8% after losing one.
  • When ahead: backs off first in 21.6% of rounds, against 12.3% when level or behind.
  • In round 1: opens with “crouch dash forward into 2P Sune'uchi” in 11.5% of rounds, against 6.4% in their other rounds.
  • Against Shun: opens with “backdash into evade down” in 16.9% of rounds, against 4.9% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 22.6% of rounds, against 5.3% after anything else.
  • After winning a round: opens with “backdash into evade down” in 8.3% of rounds, against 4.3% after losing one.
  • When ahead: opens with “backdash into evade down” in 8.7% of rounds, against 4.9% when level or behind.

How is this tested?

crouch dash forward into guardG42321.0%
evade down into guardG22010.9%
crouch dash forward into evade down1879.3%
crouch dash forward into Sune'uchi2P1547.7%
backdash into evade down1105.5%
crouch dash forward into punchP914.5%
crouch dash forward into Hiji'ate6P804.0%
evade down into Sune'uchi2P542.7%
crouch dash forward into kickK502.5%
evade down into punchP321.6%
Ni'oudaoshi3K+G281.4%
crouch dash forward into Tsukikage6K251.2%
crouch dash forward into throwP+G251.2%
evade down into Hiji'ate6P231.1%
backdash into Karura4P+K221.1%

135 further openings account for the other 486 rounds.

Counted from 503 of the 545 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
Jacky22–18 · 55%13–12 · 52%too few to test
Wolf16–12 · 57%15–8 · 65%too few to test
Akira13–11 · 54%6–12 · 33%too few to test
Aoi5–11 · 31%7–8 · 47%too few to test
Pai16–14 · 53%4–4 · 50%too few to test
Kage6–9 · 40%3–9 · 25%too few to test
Lau7–6 · 54%3–9 · 25%too few to test
Shun9–9 · 50%2–3 · 40%too few to test
Goh13–2 · 87%0–5 · 0%too few to test
Jeffry6–9 · 40%5–2 · 71%too few to test
Jean5–6 · 45%3–2 · 60%too few to test
Sarah6–6 · 50%3–3 · 50%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.

42 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?

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: 10 of 15 tests hold up