VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

hosomayugenom

  • Brad
Career matches4,723
Career win rate46.2%
Round win rate49.2%
Peak rank27
Distinct opponents182
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1418 #2,553 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

Goh274,2461,9382,30845.6%
Brad2647724523251.4%

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

1,443 of 1,521 rounds counted

4.2 inputs a second (252 a minute) this season. Faster than 0% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh4.32581,036
Brad3.9236407

By opponent's character

Akira4.2254328
Pai4.3259114
Jacky4.2254112
Shun4.2255116
Wolf4.1244105
Aoi4.426399
Sarah4.325679
Lion4.225363
Kage4.124559
El Blaze3.923362
Jeffry4.325957
Jean4.024249
Lau3.923643
Eileen4.023839
Goh4.124830
Lei Fei4.325932
Brad4.326025
Taka4.225317
Vanessa3.621514

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

Akira79394049.4%+3.3
Pai32122037.5%-8.2
Jacky31161551.6%+5.3
Shun31171454.8%+4.3
Wolf29111837.9%-10.3
Aoi25151060.0%+13.8
Sarah22101245.5%+0.9
Lion1812666.7%+24.1
Kage1710758.8%+1.4
El Blaze1431121.4%-20.0
Jeffry149564.3%+14.5
Jean113827.3%-16.7
Lau116554.5%+17.6
Eileen103730.0%-14.9
Goh93633.3%-18.1
Lei Fei73442.9%-10.5
Brad62433.3%-27.8
Taka53260.0%+6.0
Vanessa4040.0%-41.3

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.

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

Breakable Half Fence48232547.9%-3.5
Full Fence44202445.5%+2.4
Rectangle44212347.7%+0.6
Single Wall40231757.5%+10.4
Open39241561.5%+16.1
Octagon36132336.1%-9.7
Low Fence33191457.6%+10.6
Breakable Full Fence3082226.7%-20.7
Half Fence26121446.1%+0.4
Full Fence and Open2171433.3%-18.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22842.5%46.5%-4.0
No walls11258.9%47.8%+11.2

Walls against open: -15.2 points (95% range -26.3 to -4.0), p 0.008 — a difference this size is unlikely to be chance.

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

ぽん (Rank 29)2026/10/164040.0%
みらめたる (Rank 23)2026/10/1687187.5%
hellohair (Rank 24)2026/10/16660100.0%
NEKOz (Rank 26)2026/10/1543175.0%
48歳技覚えられないよ (Rank 26)2026/10/1552340.0%
camelvf (Rank 26)2026/10/1552340.0%
manekinecogames (Rank 25)2026/10/1584450.0%
akki (Rank 21)2026/10/15440100.0%
asteroid-belt777 (Rank 24)2026/10/14660100.0%
tentenn100 (Rank 28)2026/10/1441325.0%
Jyuryoku_Eileen (Rank 25)2026/10/1462433.3%
AiokometeZ (Rank 24)2026/09/2941325.0%
y.o.y (Rank 21)2026/09/27440100.0%
ゅろぽ (Rank 23)2026/09/24126650.0%
a_h_i_k_o (Rank 27)2026/09/2471614.3%
三輪ですが@SRGM (Rank 24)2026/09/2364266.7%
ukishiro (Rank 24)2026/09/2253260.0%
おばサラ (Rank 26)2026/09/1843175.0%
taj_god333 (Rank 26)2026/09/1752340.0%
CELIS (Rank 27)2026/09/1551420.0%
yasai (Rank 22)2026/09/11440100.0%
Mon3tr (Rank 26)2026/09/1074357.1%
Recordingthematch (Rank 24)2026/09/084040.0%
omuretukun (Rank 21)2026/07/0252340.0%
gimoring (Rank 26)2026/06/1532166.7%

Round openings

Every character

crouch into Denkou3PP29222.4%
backdash into Sune Kudaki43P1048.0%
Sharp Shoot1P1037.9%
punchP into Jab StraightPP826.3%
Sune Kudaki43P755.7%
backdash into Karura4P+K483.7%
backdash into guardG403.1%
punchP332.5%
Raikou3P262.0%
Jolt Upper3P231.8%
backward movement into Raikou3P231.8%
guardG201.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G191.4%
Raikou3P into Denkou3PP161.2%
crouch into Raikou3P161.2%

116 further openings account for the other 386 rounds.

Counted from 323 of the 375 matches played. The rest were not pulled for openings.

Goh

Career
1,938–2,308 · 45.6%
This season
278 matches · 47.5%
Peak rank
27

First hit in 59.0% of 893 rounds. Won 53.3% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 43.7% of rounds, against 30.3% in their other rounds.
  • In round 4 or later: opens with “backdash into 4P+K Karura” in 10.4% of rounds, against 3.7% in their other rounds.
  • Against Pai: opens with “backdash into 4P+K Karura” in 13.1% of rounds, against 4.4% against everyone else.

How is this tested?

crouch into Denkou3PP29232.5%
backdash into Sune Kudaki43P10411.6%
Sune Kudaki43P758.3%
backdash into Karura4P+K485.3%
backdash into guardG273.0%
Raikou3P262.9%
backward movement into Raikou3P232.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G192.1%
Raikou3P into Denkou3PP161.8%
crouch into Raikou3P161.8%
guardG151.7%
backdash into Sune'uchi2P141.6%
punchP into throwP+G131.4%
crouch dash back into Karura4P+K121.3%
crouch into Sune Kudaki43P121.3%

65 further openings account for the other 187 rounds.

Counted from 226 of the 278 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
Akira17–18 · 49%1–5 · 17%too few to test
Pai8–10 · 44%3–5 · 38%too few to test
Shun9–6 · 60%3–1 · 75%too few to test
Wolf3–10 · 23%3–1 · 75%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.

52 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?

Brad

Career
245–232 · 51.4%
This season
97 matches · 46.4%
Peak rank
26

First hit in 49.1% of 405 rounds. Won 52.8% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Sharp Shoot1P10325.3%
punchP into Jab StraightPP8220.1%
punchP245.9%
Jolt Upper3P235.7%
Spine Whip4P into crouch143.4%
backdash into guardG133.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK123.0%
backdash into Sharp Shoot1P102.5%
Destruction Body3P+K92.2%
backdash into Destruction Body3P+K82.0%
backdash into Dtee Sawk Lang3P+KP71.7%
Destruction Body3P+K into Dtee Sawk Lang3P+KP61.5%
Sharp Shoot1P into backdash61.5%
Spine Whip4P into evade down61.5%
guardG51.2%

47 further openings account for the other 79 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 (30 here; about 1.5 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: 3 of 15 tests hold up
  • Brad: 0 of 15 tests hold up