VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

melty01

Career matches13,344
Career win rate46.8%
Round win rate49.5%
Peak rank30
Distinct opponents308
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1459 #2,272 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

Goh3013,3446,2487,09646.8%

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

3,417 of 4,366 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.84693,417

By opponent's character

Jacky7.6458372
Wolf7.8467341
Shun8.0480278
Akira8.1488194
Lion8.1487284
Goh7.7463204
Jeffry7.6454233
Pai7.8465173
Jean7.5448176
Aoi7.6454142
Brad7.8471150
El Blaze7.7461122
Sarah7.6458152
Lau8.0479125
Lei Fei8.1488128
Kage8.4503110
Eileen7.645881
Dural8.249581
Vanessa7.846748
Taka7.746123

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

Jacky121665554.5%+5.0
Wolf100455545.0%-4.0
Shun88424647.7%-1.5
Akira83394447.0%-3.1
Lion82315137.8%-6.6
Goh63263741.3%-6.8
Jeffry60362460.0%+9.4
Pai56322457.1%+2.0
Jean52282453.9%+5.2
Aoi51262551.0%-5.9
Brad49301961.2%+4.7
El Blaze46252154.4%+2.1
Sarah43232053.5%+0.1
Lau42222052.4%+3.2
Lei Fei38142436.8%-6.9
Kage28151353.6%+5.5
Eileen2415962.5%+10.9
Dural2391439.1%-9.1
Vanessa1710758.8%+11.6
Taka135838.5%-8.5

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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 Wall130587244.6%-7.0
Open123655852.9%+4.8
Breakable Full Fence117566147.9%-1.5
Low Fence117585949.6%-1.0
Rectangle117615652.1%+3.2
Breakable Half Fence102426041.2%-8.3
Octagon96484850.0%-0.5
Full Fence91523957.1%+5.3
Half Fence85434250.6%-3.1
Full Fence and Open53302356.6%+10.6

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
Walls60849.7%50.4%-0.7
No walls37048.9%50.0%-1.0

Walls against open: +0.3 points (95% range -6.0 to +6.6), p 0.921 — 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

nidone_55 (Rank 26)2026/07/27118372.7%
a-week-away (Rank 27)2026/07/2794544.4%
Holmes-sensei (Rank 29)2026/07/2792722.2%
カプリッチョ (Rank 27)2026/07/27106460.0%
fdjskjfsdls (Rank 26)2026/07/2623111247.8%
jieraiya39 (Rank 28)2026/07/26139469.2%
44884 (Rank 28)2026/07/2683537.5%
orz (Rank 28)2026/07/25128466.7%
GWO (Rank 23)2026/07/2096366.7%
ratel-d9 (Rank 24)2026/07/1793633.3%
spykin_ (Rank 28)2026/07/17104640.0%
μ (Rank 27)2026/07/1795455.6%
xXsoul-childXx (Rank 28)2026/07/041210283.3%
kuni_sato (Rank 24)2026/07/0485362.5%
がんぴーさん【S.R.G.M】 (Rank 26)2026/06/1894544.4%
zxyzguy (Rank 26)2026/06/1897277.8%
shurato-hidaka98 (Rank 29)2026/06/18125741.7%
okb@j>おーけーびー (Rank 28)2026/06/15113827.3%
なっちゃんねる (Rank 27)2026/06/15189950.0%
NO-NAMENANASI774 (Rank 31)2026/06/151910952.6%
Y-F8 (Rank 26)2026/06/15116554.5%
ぽん (Rank 27)2026/06/13156940.0%
jc88_earth (Rank 24)2026/06/13107370.0%
Hi-VisionZERO (Rank 30)2026/06/13147750.0%
マーレさん (Rank 31)2026/05/27156940.0%

Round openings

Goh

Career
6,248–7,096 · 46.8%
This season
1,079 matches · 50.0%
Peak rank
30

First hit in 53.4% of 4,339 rounds. Won 53.1% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 57.1% of rounds, against 50.9% in their other rounds.
  • Against Akira: evades first in 13.1% of rounds, against 5.1% against everyone else.
  • After opening the round before by backing off: backs off first in 34.7% of rounds, against 28.6% after anything else.
  • After the opponent opened the round before by backing off: backs off first in 34.1% of rounds, against 28.9% after anything else.
  • In round 1: opens with “K kick” in 8.9% of rounds, against 2.8% in their other rounds.
  • Against Aoi: opens with “3K+G Ni'oudaoshi” in 14.8% of rounds, against 6.1% against everyone else.
  • After opening the round before with “3K+G Ni'oudaoshi”: opens with “46P Soukyu” in 17.0% of rounds, against 7.8% after anything else.
  • After losing a round: opens with “crouch into 2K Kusabigeri” in 6.1% of rounds, against 1.2% after winning one.
  • When behind: opens with “crouch into 2K Kusabigeri” in 6.2% of rounds, against 1.6% when ahead or level.

How is this tested?

Soukyu46P3437.8%
Ni'oudaoshi3K+G2836.5%
crouch into Kusabigeri2K2265.2%
kickK1894.3%
Hiji'ate6P1593.6%
throwP+G1333.0%
crouch dash back into Karura4P+K1323.0%
backdash into Karura4P+K1182.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1152.6%
crouch dash back into kickK1062.4%
Kyousengeri46K972.2%
crouch dash back into Aragami4K902.0%
backdash into Sune Kudaki43P882.0%
Sune'uchi2P841.9%
Kusabigeri2K691.6%

296 further openings account for the other 2,152 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky35–29 · 55%22–22 · 50%+3.1
Wolf21–31 · 40%16–21 · 43%-2.7
Shun26–29 · 47%12–14 · 46%too few to test
Akira20–24 · 45%18–15 · 55%-14.0
Lion20–29 · 41%7–19 · 27%too few to test
Goh16–20 · 44%7–14 · 33%too few to test
Jeffry16–11 · 59%16–7 · 70%too few to test
Pai20–15 · 57%9–7 · 56%too few to test
Jean14–16 · 47%10–5 · 67%too few to test
Aoi12–12 · 50%12–10 · 55%too few to test
Brad17–10 · 63%11–9 · 55%too few to test
El Blaze15–15 · 50%6–6 · 50%too few to test
Sarah10–8 · 56%12–8 · 60%too few to test
Lau14–10 · 58%5–7 · 42%too few to test
Lei Fei6–11 · 35%6–10 · 38%too few to test
Kage10–6 · 62%5–7 · 42%too few to test
Eileen14–7 · 67%1–2 · 33%too few to test
Dural5–13 · 28%2–1 · 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.

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: 9 of 17 tests hold up