VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

おだんごたべたい

Career matches3,781
Career win rate31.8%
Round win rate38.7%
Peak rank23
Distinct opponents113
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1215 #3,399 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

Goh233,7811,2032,57831.8%

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

241 of 1,225 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.8406241

By opponent's character

Akira7.645510
Aoi7.041831
Wolf6.840621
El Blaze6.840711
Goh6.539143
Lion6.438328
Jacky6.63958
Sarah5.73393
Jean7.041817
Lau7.041814
Brad7.54487
Pai6.740316
Shun6.941411
Lei Fei7.042012
Vanessa6.53884
Taka6.94135

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

Akira4073317.5%-15.4
Aoi30121840.0%+10.5
Wolf29101934.5%+9.2
El Blaze2591636.0%+4.0
Jeffry2381534.8%+2.1
Goh2171433.3%+2.7
Lion1861233.3%+1.1
Jacky1711664.7%+31.8
Sarah171165.9%-27.1
Jean1621412.5%-9.0
Lau145935.7%-2.4
Brad113827.3%-3.9
Pai113827.3%-2.0
Shun111109.1%-17.7
Kage102820.0%-7.2
Lei Fei103730.0%+2.2
Eileen42250.0%+31.7
Vanessa42250.0%+9.8
Dural1010.0%-29.6
Taka110100.0%+59.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Open44133129.6%+0.6
Half Fence43162737.2%+11.6
Breakable Half Fence34112332.4%+2.5
Single Wall34112332.4%-3.2
Full Fence2872125.0%-6.8
Octagon26101638.5%+6.2
Breakable Full Fence2471729.2%-0.8
Rectangle2451920.8%-5.6
Low Fence2151623.8%-8.8
Full Fence and Open1741323.5%-7.3

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17931.3%29.4%+1.9
No walls9929.3%31.8%-2.5

Walls against open: +4.4 points (95% range -6.9 to +15.7), p 0.448 — 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

トローリロートル (Rank 22)2026/06/0592722.2%
dalmax72 (Rank 23)2026/06/0562433.3%
shinkita (Rank 21)2026/05/2173442.9%
フォアグラ (Rank 24)2026/05/206060.0%
金田一の少年 (Rank 24)2026/05/2042250.0%
kobaman (Rank 24)2026/05/1951420.0%
GaaMANジール (Rank 26)2026/05/1953260.0%
しろ☆おびJB,ミッキー (Rank 24)2026/05/1852340.0%
OgreAunt (Rank 30)2026/05/184040.0%
6132da (Rank 24)2026/05/17131127.7%
ズサ齋藤 (Rank 24)2026/05/1784450.0%
super_style (Rank 19)2026/05/1353260.0%
yasai (Rank 21)2026/05/1272528.6%
こう (Rank 16)2026/05/1283537.5%
紫荆一头牛 (Rank 24)2026/05/1242250.0%
penta (Rank 21)2026/05/1253260.0%
委員ちょ (Rank 21)2026/05/1154180.0%
kouchant0051 (Rank 22)2026/05/1142250.0%
KARA (Rank 21)2026/05/1052340.0%
Railly'25 (Rank 25)2026/05/1061516.7%
zaian (Rank 21)2026/05/10440100.0%
kimxxxtt (Rank 23)2026/05/074040.0%
Penoco (Rank 24)2026/05/0763350.0%
コデリン03 (Rank 22)2026/05/054040.0%
我的名字叫顺溜 (Rank 21)2026/05/0541325.0%

Round openings

Goh

Career
1,203–2,578 · 31.8%
This season
313 matches · 30.4%
Peak rank
23

First hit in 54.9% of 1,220 rounds. Won 41.5% of the rounds they struck first, 35.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into Tsurane ShoudaPP13110.6%
Karura4P+K514.1%
punchP504.1%
Soukyu46P483.9%
guardG483.9%
crouch into Ni'oudaoshi3K+G443.6%
backdash into Karura4P+K403.2%
backdash into guardG373.0%
kickK332.7%
backdash into Batousatsu3KP302.4%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G252.0%
guardG into throw escape252.0%
Hiji'ate6P221.8%
backdash into kickK201.6%
backdash into Kyousengeri46K191.5%

177 further openings account for the other 608 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–15 · 21%2–12 · 14%too few to test
Aoi8–14 · 36%4–1 · 80%too few to test
Wolf4–12 · 25%4–3 · 57%too few to test
El Blaze8–14 · 36%1–2 · 33%too few to test
Jeffry3–5 · 38%4–8 · 33%too few to test
Goh4–9 · 31%2–3 · 40%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: 0 of 15 tests hold up