VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

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  • Aoi
Career matches1,377
Career win rate38.8%
Round win rate38.6%
Peak rank24
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1311 #3,078 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

Goh241,18043075036.4%
Aoi221971049352.8%

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

674 of 731 rounds counted

5.2 inputs a second (313 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.1307603
Aoi6.136671

By opponent's character

Akira5.734368
Taka4.828896
Pai5.030161
Wolf5.633855
Aoi5.331850
Sarah5.130549
Lei Fei5.533034
Shun5.030240
Brad4.828629
Dural5.432534
Vanessa5.432332
El Blaze5.231028
Lion4.527127
Lau5.331922
Jacky5.532710
Kage5.43239
Eileen5.73409
Goh5.23127
Jean6.33786
Jeffry6.23738

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

Akira2791833.3%+4.2
Taka24101441.7%-10.4
Pai1931615.8%-1.9
Wolf156940.0%-4.1
Aoi1431121.4%-0.9
Sarah137653.9%+28.4
Lei Fei113827.3%-3.1
Shun104640.0%+9.9
Brad84450.0%+3.6
Dural83537.5%+1.6
Vanessa81712.5%-9.8
El Blaze72528.6%-4.5
Lion71614.3%-19.5
Lau6060.0%-28.0
Jacky32166.7%+34.7
Kage3030.0%-12.1
Eileen21150.0%-3.8
Goh2020.0%-25.7
Jean220100.0%+34.3
Jeffry220100.0%+50.5

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

Breakable Half Fence31112035.5%-1.4
Low Fence2772025.9%-8.1
Full Fence2662023.1%-8.1
Octagon2442016.7%-12.5
Single Wall20101050.0%+10.7
Breakable Full Fence167943.8%+6.4
Open157846.7%+22.9
Half Fence145935.7%+7.4
Rectangle102820.0%-12.8
Full Fence and Open64266.7%+19.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12128.9%32.3%-3.4
No walls6238.7%33.5%+5.2

Walls against open: -8.6 points (95% range -22.1 to +5.0), p 0.217 — 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

A.o.G (Rank 23)157846.7%
S_C_H_T_O_M_P (Rank 17)145935.7%
TayoTayoTaka (Rank 24)93633.3%
KageMaru10g (Rank 26)84450.0%
Monroe (Rank 34)8080.0%
samu (Rank 21)83537.5%
Drooftster (Rank 24)71614.3%
B34TD0WN (Rank 25)6060.0%
mamaluigi145 (Rank 24)62433.3%
thedriver (Rank 21)64266.7%
Badda (Rank 22)51420.0%
BigChungus (Rank 19)53260.0%
Bone809 (Rank 21)54180.0%
GamesoftRobo (Rank 28)4040.0%
Kitetsu (Rank 22)4040.0%
ArcaneDancer (Rank 21)3030.0%
Blurring (Rank 36)3030.0%
Cooljerk (Rank 22)31233.3%
Deznere (Rank 14)31233.3%
MiggieSmalls (Rank 22)31233.3%
Poop (Rank 21)31233.3%
Tybis (Rank 11)32166.7%
chillsaiyan (Rank 18)330100.0%
seedash (Rank 30)31233.3%
sideswipe75x (Rank 25)32166.7%

Most played opponents, most recent first

Bone809 (Rank 21)2026/09/2454180.0%
chillsaiyan (Rank 18)2026/09/15330100.0%
BigChungus (Rank 19)2026/09/1553260.0%
Cooljerk (Rank 22)2026/09/1131233.3%
Poop (Rank 21)2026/09/1031233.3%
Monroe (Rank 34)2026/09/088080.0%
S_C_H_T_O_M_P (Rank 17)2026/09/04145935.7%
ArcaneDancer (Rank 21)2026/09/043030.0%
KageMaru10g (Rank 26)2026/09/0384450.0%
seedash (Rank 30)2026/08/3031233.3%
GamesoftRobo (Rank 28)2026/08/274040.0%
Tybis (Rank 11)2026/08/2132166.7%
sideswipe75x (Rank 25)2026/08/0232166.7%
Deznere (Rank 14)2026/08/0231233.3%
Badda (Rank 22)2026/07/3151420.0%
samu (Rank 21)2026/07/2583537.5%
A.o.G (Rank 23)2026/07/20157846.7%
B34TD0WN (Rank 25)2026/07/206060.0%
mamaluigi145 (Rank 24)2026/07/2062433.3%
TayoTayoTaka (Rank 24)2026/07/1493633.3%
thedriver (Rank 21)2026/07/0464266.7%
Blurring (Rank 36)2026/07/023030.0%
Kitetsu (Rank 22)2026/06/274040.0%
MiggieSmalls (Rank 22)2026/03/2831233.3%
Drooftster (Rank 24)2026/03/2871614.3%

Round openings

Every character

evade up598.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G395.3%
Soukyu46P354.8%
backdash293.9%
Tsukikage6K273.7%
backdash into backward movement253.4%
backdash into Aragami4K223.0%
evade up into backdash223.0%
Kyousengeri46K202.7%
punchP into Tsurane ShoudaPP202.7%
Aragami4K into throwP+G192.6%
evade up into backward movement172.3%
Hiji'ate6P162.2%
evade up into Kokuryusatsu Todome46P+KPP131.8%
evade up into Soukyu46P131.8%

150 further openings account for the other 360 rounds.

Goh

Career
430–750 · 36.4%
This season
174 matches · 29.9%
Peak rank
24

First hit in 42.7% of 651 rounds. Won 38.1% of the rounds they struck first, 36.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade up548.1%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G395.9%
Soukyu46P355.3%
backdash284.2%
Tsukikage6K274.1%
backdash into backward movement243.6%
backdash into Aragami4K223.3%
evade up into backdash223.3%
Kyousengeri46K203.0%
punchP into Tsurane ShoudaPP203.0%
Aragami4K into throwP+G192.9%
evade up into backward movement172.6%
Hiji'ate6P162.4%
evade up into Kokuryusatsu Todome46P+KPP131.9%
evade up into Soukyu46P131.9%

123 further openings account for the other 296 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Taka6–11 · 35%2–1 · 67%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?

Aoi

Career
104–93 · 52.8%
This season
17 matches · 64.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G1216.9%
crouch into Kusanagi2K+G79.9%
kickK into ChienamiKK68.4%
evade up57.0%
Chudan Hiji'ate6P into Tsumujisakura6PP45.6%
down-back punch+kick1P+K45.6%
Kasuminagi2KP into Kasumi Renshou2KPP34.2%
Ougimai4P into Ougimai~Tachikaze4PK22.8%
Raijinha6K into Tenraitsui6KP22.8%
Sodeshinken33P+K22.8%
back punch+kick4P+K22.8%
Chudan Hiji'ate6P into ChienamiKK11.4%
Jousei Ryusenshou214P+K11.4%
Kasumigeri2K11.4%
Kusanagi2K+G into ShigureK+G11.4%

18 further openings account for the other 18 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 (14 here; about 0.7 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 14 tests hold up
  • Aoi: not tested (too few rounds)