VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

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Career matches4,826
Career win rate49.0%
Round win rate49.1%
Peak rank35
Distinct opponents405
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1712 #740 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

Goh354,8262,3662,46049.0%

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

3,193 of 4,058 rounds counted

8.9 inputs a second (534 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.95343,193

By opponent's character

Wolf9.0540360
Akira8.9533273
Jacky8.7519231
Lau8.8527254
Pai9.0539247
Jeffry9.0542184
Jean8.8525164
Goh9.1544194
Aoi8.9534171
Kage8.9536173
Lion9.1546168
Shun9.0537127
Sarah8.7522121
Brad8.9534126
Lei Fei9.254991
Vanessa8.7524104
El Blaze8.651658
Eileen8.651871
Taka8.651751
Dural9.356025

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

Wolf113575650.4%+0.2
Akira88484054.5%+5.3
Jacky77284936.4%-12.7
Lau77284936.4%-11.8
Pai70363451.4%+3.1
Jeffry65362955.4%+4.5
Jean63342954.0%+8.7
Goh61243739.3%-9.2
Aoi52203238.5%-8.6
Kage50321864.0%+17.1
Lion50252550.0%+5.2
Shun45252055.6%+11.5
Sarah39201951.3%+3.4
Brad35122334.3%-12.4
Lei Fei33141942.4%-1.7
Vanessa30141646.7%+4.7
El Blaze23111247.8%+0.1
Eileen1991047.4%-2.7
Taka146842.9%-4.0
Dural84450.0%+1.8

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Single Wall112476542.0%-7.3
Octagon111456640.5%-8.2
Breakable Half Fence110575351.8%+3.4
Half Fence108575152.8%+4.7
Full Fence107535449.5%+4.0
Low Fence91474451.6%+3.5
Open86483855.8%+7.4
Breakable Full Fence84354941.7%-5.1
Rectangle79304938.0%-8.4
Full Fence and Open65343152.3%+6.0

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
Walls59946.2%47.3%-1.1
No walls28949.1%48.6%+0.5

Walls against open: -1.6 points (95% range -8.6 to +5.5), p 0.657 — 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

hsat0310 (Rank 35)2026/10/151751229.4%
会長さん (Rank 35)2026/10/0984450.0%
saw121 (Rank 32)2026/10/0562433.3%
west-muta (Rank 32)2026/10/0475271.4%
でかつよ様☆ハンター (Rank 35)2026/09/3063350.0%
ルビーロマン葵 (Rank 32)2026/09/2662433.3%
タイヨウ (Rank 32)2026/09/1475271.4%
フルレバ (Rank 36)2026/09/1372528.6%
★闘将拉麵男★ (Rank 36)2026/09/1371614.3%
鳩男 (Rank 29)2026/09/1298188.9%
zephyr_dural (Rank 29)2026/09/1294544.4%
poco/ぽこ (Rank 35)2026/09/0562433.3%
joechou222 (Rank 36)2026/09/04103730.0%
ま~く (Rank 31)2026/08/3174357.1%
openpen (Rank 31)2026/08/301411378.6%
∈挙動不審∋ (Rank 32)2026/08/2982625.0%
SUSU_MU__ (Rank 36)2026/08/2294544.4%
うらうちゃん (Rank 33)2026/08/0294544.4%
へっぽこラウ (Rank 36)2026/07/2774357.1%
オムレツハンター© (Rank 31)2026/07/17105550.0%
くろね@のびしろF (Rank 34)2026/06/1573442.9%
ねこむーと (Rank 35)2026/06/0562433.3%
たか (Rank 35)2026/05/28113827.3%
aona (Rank 35)2026/05/1662433.3%
champion-244 (Rank 28)2026/05/1093633.3%

Round openings

Goh

Career
2,366–2,460 · 49.0%
This season
1,012 matches · 47.7%
Peak rank
35

First hit in 52.2% of 3,718 rounds. Won 51.8% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 42.5% of rounds, against 35.8% in their other rounds.
  • Against Pai: attacks straight away in 59.5% of rounds, against 35.8% against everyone else.
  • After opening the round before by attacking: attacks straight away in 40.8% of rounds, against 32.5% after anything else.
  • After losing a round: moves in first in 49.9% of rounds, against 38.1% after winning one.
  • When behind: moves in first in 50.5% of rounds, against 40.9% when ahead or level.
  • Against a Shun on 1+ drinks: backs off first in 35.7% of rounds, against 11.9% against a Shun on other counts.
  • In round 1: opens with “3K+G Ni'oudaoshi” in 7.7% of rounds, against 4.0% in their other rounds.
  • Against Pai: opens with “3K+G Ni'oudaoshi” in 15.6% of rounds, against 4.1% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 30.3% of rounds, against 19.2% after winning one.
  • When behind: opens with “forward movement into P punch” in 30.4% of rounds, against 21.9% when ahead or level.

How is this tested?

forward movement into punchP92624.7%
backdash into Karura4P+K3188.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G2316.2%
forward movement into Shouda~KasumigoroshiPK2035.4%
Ni'oudaoshi3K+G1865.0%
forward movement into throwP+G1794.8%
forward movement into Tsurane ShoudaPP1644.4%
Sune'uchi2P into forward dash1363.6%
throw escape1323.5%
Sune'uchi2P into backdash742.0%
Maegeri3K into Batousatsu3KP571.5%
Sune'uchi2P541.4%
Sune'uchi2P into throwP+G511.4%
Tsukikage6K481.3%
throwP+G441.2%

219 further openings account for the other 945 rounds.

Counted from 932 of the 1,012 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
Wolf32–35 · 48%15–11 · 58%too few to test
Akira27–23 · 54%11–12 · 48%too few to test
Lau12–29 · 29%8–10 · 44%too few to test
Jacky9–21 · 30%10–21 · 32%+2.1
Pai24–20 · 55%7–8 · 47%too few to test
Jeffry17–16 · 52%13–9 · 59%too few to test
Goh12–21 · 36%6–8 · 43%too few to test
Jean20–13 · 61%8–7 · 53%too few to test
Lion12–18 · 40%12–5 · 71%too few to test
Kage17–14 · 55%13–3 · 81%too few to test
Aoi11–22 · 33%3–5 · 38%too few to test
Shun12–9 · 57%1–5 · 17%too few to test
Sarah12–8 · 60%5–8 · 38%too few to test
Lei Fei7–12 · 37%6–2 · 75%too few to test
Vanessa8–12 · 40%3–3 · 50%too few to test
Brad3–9 · 25%5–7 · 42%too few to test
El Blaze6–8 · 43%4–2 · 67%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.

80 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 (17 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 17 tests hold up