VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

IYO-no-okazu

Career matches1,294
Career win rate41.6%
Round win rate42.2%
Peak rank25
Distinct opponents111
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1287 #3,155 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

Goh251,29453875641.6%

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

1,063 of 1,067 rounds counted

10.7 inputs a second (640 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh10.76401,063

By opponent's character

Akira11.1665179
Aoi10.2612133
Jean10.8651101
Jacky11.1666100
Sarah10.160677
Pai10.864571
Jeffry11.166971
Taka7.142933
Lion9.758246
El Blaze10.965342
Kage10.864649
Goh11.166637
Brad10.261033
Wolf12.072234
Shun11.368017
Vanessa10.059915
Lau10.864514
Eileen10.96578
Lei Fei10.96533

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

Akira47192840.4%+3.3
Aoi3892923.7%-16.6
Jean2852317.9%-15.0
Jacky27161159.3%+15.6
Sarah2151623.8%-16.6
Pai1871138.9%+7.7
Jeffry178947.1%+8.5
Taka130130.0%-47.7
Lion128466.7%+23.9
El Blaze111109.1%-24.1
Kage116554.5%+9.5
Goh107370.0%+32.4
Brad83537.5%-0.4
Wolf86275.0%+39.5
Shun53260.0%+30.2
Vanessa51420.0%-4.4
Lau41325.0%+8.8
Eileen220100.0%+44.6
Lei Fei110100.0%+77.2

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

Rectangle40211952.5%+15.5
Single Wall37162143.2%+7.0
Breakable Full Fence30121840.0%+2.1
Breakable Half Fence2891932.1%-1.9
Full Fence2891932.1%-4.0
Octagon28131546.4%+1.8
Low Fence2762122.2%-14.0
Half Fence2652119.2%-18.0
Open22101245.5%+6.0
Full Fence and Open83537.5%+0.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18038.3%38.0%+0.3
No walls8637.2%37.2%+0.0

Walls against open: +0.3 points (95% range -12.4 to +13.0), p 0.964 — 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 21)2026/10/07116554.5%
TaKaArAsHi573 (Rank 24)2026/10/02104640.0%
도룡밖에난몰라/RSA (Rank 23)2026/10/0274357.1%
無槪念野獸/무개념야수 (Rank 26)2026/09/3041325.0%
kim4439 (Rank 20)2026/09/29440100.0%
METALBUTTER (Rank 25)2026/09/2931233.3%
*ふゆもえ (Rank 22)2026/09/2265183.3%
kimxxxtt (Rank 23)2026/09/1841325.0%
紫荆一头牛 (Rank 24)2026/09/1671614.3%
Martin1833 (Rank 23)2026/09/135050.0%
orz (Rank 28)2026/09/1151420.0%
masami.mac (Rank 25)2026/09/099090.0%
CHASER (Rank 24)2026/09/0663350.0%
yasai (Rank 23)2026/09/0364266.7%
胃弱 (Rank 24)2026/09/0362433.3%
HaseMasa (Rank 25)2026/08/2851420.0%
y.o.y (Rank 21)2026/08/2842250.0%
GWO (Rank 23)2026/08/263030.0%
HoAssYoAss (Rank 25)2026/08/2441325.0%
sk901 (Rank 21)2026/08/2198188.9%
HUN (Rank 21)2026/08/2063350.0%
gimoring (Rank 26)2026/08/0652340.0%
ゅろぽ (Rank 24)2026/07/2752340.0%
GKplis (Rank 24)2026/07/258080.0%
hitokabe2003 (Rank 24)2026/07/2032166.7%

Round openings

Goh

Career
538–756 · 41.6%
This season
286 matches · 37.8%
Peak rank
25

First hit in 56.2% of 1,012 rounds. Won 48.9% of the rounds they struck first, 34.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 18.5% of rounds, against 4.2% in their other rounds.
  • Against Jeffry: attacks straight away in 64.8% of rounds, against 49.1% against everyone else.
  • On Breakable Full Fence stages: waits first in 30.0% of rounds, against 14.3% on the other stages.
  • After opening the round before by waiting: waits first in 44.2% of rounds, against 13.7% after anything else.
  • After losing a round: waits first in 25.0% of rounds, against 9.1% after winning one.
  • When behind: waits first in 26.3% of rounds, against 11.1% when ahead or level.
  • After being hit first in the round before: waits first in 24.2% of rounds, against 14.3% after landing the first hit.
  • In round 1: opens with “forward movement into P punch” in 15.6% of rounds, against 3.2% in their other rounds.
  • Against Sarah: opens with “no input” in 12.2% of rounds, against 5.6% against everyone else.
  • After opening the round before with “P punch”: opens with “backdash into 4P+K Karura” in 45.8% of rounds, against 25.9% after anything else.
  • After losing a round: opens with “no input” in 9.7% of rounds, against 0.0% after winning one.
  • When behind: opens with “no input” in 12.2% of rounds, against 0.0% when ahead or level.
  • After being hit first in the round before: opens with “no input” in 11.8% of rounds, against 1.4% after landing the first hit.

How is this tested?

backdash into Karura4P+K21320.7%
kickK15314.8%
punchP949.1%
forward movement into punchP676.5%
no input636.1%
crouch into Sune'uchi2P605.8%
up-back kick7K393.8%
crouch into Maegeri3K353.4%
up-forward kick9K262.5%
Tsukikage6K181.8%
Aragami4K171.6%
Hiji'ate6P161.6%
punchP into Tsurane ShoudaPP151.4%
Zenpou Kaiten Ukemi6P+K+G111.1%
up-back kick7K into Aragami4K111.1%

95 further openings account for the other 193 rounds.

Counted from 276 of the 286 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
Akira14–20 · 41%2–7 · 22%too few to test
Aoi6–18 · 25%2–9 · 18%too few to test
Jean2–12 · 14%3–9 · 25%too few to test
Jacky7–5 · 58%8–4 · 67%too few to test
Sarah2–10 · 17%3–4 · 43%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.

10 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: 13 of 15 tests hold up