VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

타우끼/taukee

Career matches19,718
Career win rate49.5%
Round win rate50.3%
Peak rank38
Distinct opponents419
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1716 #716 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

Goh3819,7189,7639,95549.5%

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

7,986 of 9,233 rounds counted

5.0 inputs a second (297 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.02977,986

By opponent's character

Akira5.03011,058
Jacky5.2309939
Kage4.6275600
Jean4.9293480
Shun5.0303473
Jeffry5.1304433
Brad4.9292420
Pai5.1308391
Lion5.0299426
Sarah4.9296344
Lei Fei4.8288398
Wolf5.1305275
Goh4.9296276
Lau5.0302285
Vanessa4.9295287
Eileen5.0300268
Aoi4.9293207
El Blaze4.8287231
Taka4.5267122
Dural5.231173

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

Akira31517314254.9%+4.5
Jacky27213813450.7%+2.7
Kage168699941.1%-6.8
Jean136637346.3%-5.2
Shun126675953.2%+7.0
Jeffry125725357.6%+2.0
Brad118586049.1%+0.6
Pai118635553.4%-0.1
Lion111516046.0%-1.8
Sarah106525449.1%-0.2
Lei Fei105475844.8%-3.0
Wolf93613265.6%+12.2
Goh87493856.3%+7.9
Lau86365041.9%-3.7
Vanessa83315237.4%-17.2
Eileen78374147.4%-3.8
Aoi60273345.0%-4.3
El Blaze60263443.3%-4.3
Taka32191359.4%+13.6
Dural2491537.5%-20.0

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Low Fence26313612751.7%+2.1
Single Wall26212513747.7%-2.4
Breakable Full Fence24712212549.4%+0.3
Rectangle23512011551.1%-0.3
Octagon23311212148.1%-1.4
Half Fence23010912147.4%-2.1
Breakable Half Fence2161209655.6%+3.9
Full Fence2089711146.6%-2.1
Open179998055.3%+6.0
Full Fence and Open122566645.9%-4.0

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,36949.7%50.0%-0.3
No walls70451.1%49.8%+1.3

Walls against open: -1.6 points (95% range -6.3 to +3.1), p 0.509 — 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

ぁ     やごろ (Rank 36)2026/10/181512380.0%
Choi_Akira (Rank 39)2026/10/173372621.2%
ふぇに (Rank 36)2026/10/1752341865.4%
mossan_opa2 (Rank 35)2026/10/1739192048.7%
yossystanp-ussa (Rank 35)2026/10/161991047.4%
MalangJelly (Rank 37)2026/10/1125121348.0%
みんみんさん (Rank 36)2026/10/102516964.0%
siroiro_16bit (Rank 38)2026/10/103282425.0%
zakisan (Rank 38)2026/09/2838132534.2%
もとろー (Rank 35)2026/09/282491537.5%
무파ZeroBlue (Rank 32)2026/09/272151623.8%
n-nova06 (Rank 33)2026/09/271612475.0%
nidaimebannai (Rank 36)2026/09/2476274935.5%
hibiki1030 (Rank 38)2026/09/141611568.8%
jamestaniguchi (Rank 36)2026/09/14159660.0%
스트렌져 (Rank 33)2026/09/062691734.6%
spimer-man (Rank 39)2026/09/0431141745.2%
vivid_dot4 (Rank 35)2026/08/311981142.1%
ふかふか (Rank 38)2026/08/3031121938.7%
azn3_ayapin (Rank 35)2026/08/2927141351.9%
うらうちゃん (Rank 36)2026/08/2326121446.1%
PuzzG/ぱず爺 (Rank 36)2026/08/2326101638.5%
フルレバ (Rank 36)2026/07/2643123127.9%
Uecchi-Ver53 (Rank 32)2026/07/251710758.8%
interceptor (Rank 40)2026/07/1738211755.3%

Round openings

Goh

Career
9,763–9,955 · 49.5%
This season
2,303 matches · 49.9%
Peak rank
38

First hit in 50.4% of 8,423 rounds. Won 53.4% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 46.5% of rounds, against 37.8% in their other rounds.
  • Against Shun: evades first in 26.3% of rounds, against 5.3% against everyone else.
  • On Rectangle stages: evades first in 9.2% of rounds, against 6.1% on the other stages.
  • After opening the round before by waiting: waits first in 11.7% of rounds, against 1.9% after anything else.
  • After losing a round: moves in first in 9.6% of rounds, against 2.0% after winning one.
  • When behind: moves in first in 10.2% of rounds, against 3.2% when ahead or level.
  • In round 4 or later: opens with “backdash into G guard” in 19.7% of rounds, against 9.3% in their other rounds.
  • Against Jean: opens with “P punch” in 13.9% of rounds, against 5.8% against everyone else.
  • After losing a round: opens with “backdash into 4P+K Karura” in 13.3% of rounds, against 8.5% after winning one.
  • When the score is level: opens with “backdash into G guard” in 15.0% of rounds, against 11.7% when ahead or behind.

How is this tested?

backdash into guardG1,01812.0%
backdash into Karura4P+K8019.4%
punchP5286.2%
Hiji'ate6P4104.8%
backdash into Kyousengeri46K3864.5%
backdash into evade down3764.4%
evade down into guardG3764.4%
throwP+G3674.3%
Kusabigeri2K3584.2%
kickK3313.9%
Sune'uchi2P3263.8%
backdash into Sune Kudaki43P2533.0%
punchP into kickK1682.0%
backdash into Soukyu46P1611.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1581.9%

205 further openings account for the other 2,464 rounds.

Counted from 2,111 of the 2,303 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
Akira93–72 · 56%47–48 · 49%+6.3
Jacky71–61 · 54%42–49 · 46%+5.0
Kage44–57 · 44%16–25 · 39%+2.8
Jean24–38 · 39%25–16 · 61%-18.3
Pai39–35 · 53%16–12 · 57%too few to test
Shun39–38 · 51%15–9 · 62%too few to test
Jeffry31–24 · 56%23–15 · 61%-3.0
Lion34–38 · 47%7–12 · 37%too few to test
Brad26–34 · 43%21–10 · 68%-23.1
Sarah33–32 · 51%16–18 · 47%too few to test
Lei Fei16–28 · 36%16–16 · 50%-11.2
Goh29–22 · 57%19–13 · 59%-6.3
Wolf34–20 · 63%18–8 · 69%too few to test
Lau17–20 · 46%13–17 · 43%+0.1
Eileen17–23 · 42%14–10 · 58%too few to test
Vanessa12–25 · 32%13–20 · 39%-12.5
Aoi19–21 · 48%2–10 · 17%too few to test
El Blaze19–21 · 48%4–6 · 40%too few to test
Taka12–8 · 60%5–4 · 56%too few to test
Dural7–13 · 35%0–2 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

192 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 (18 here; about 0.9 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 18 tests hold up