VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Goh

cate

Career matches408
Career win rate53.7%
Round win rate48.9%
Peak rank26
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1451 #2,330 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

Goh2640821918953.7%

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

714 of 714 rounds counted

4.8 inputs a second (287 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh4.8287714

By opponent's character

Shun4.8286120
Lion5.030388
Pai5.030067
Lei Fei4.929259
Jacky4.527238
Jean4.728241
Vanessa4.728243
El Blaze4.828734
Jeffry4.727935
Akira4.929230
Kage4.929431
Brad4.426627
Aoi4.829120
Eileen4.527015
Goh4.526917
Lau4.728413
Wolf4.326017
Taka4.728113
Sarah5.33176

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

Shun31171454.8%+9.8
Lion2112957.1%+11.3
Pai179852.9%+0.8
Lei Fei156940.0%-8.0
Jacky104640.0%-5.9
Jean105550.0%-10.3
Vanessa105550.0%-0.5
El Blaze93633.3%-6.8
Jeffry95455.6%+0.1
Akira75271.4%+23.8
Kage72528.6%-23.4
Brad63350.0%+13.0
Aoi52340.0%-19.6
Eileen440100.0%+6.0
Goh4040.0%-31.0
Lau41325.0%-2.0
Wolf42250.0%+17.6
Taka31233.3%-23.7
Sarah2020.0%-11.6

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 Full Fence31171454.8%+5.8
Open24111345.8%+7.2
Half Fence1761135.3%-13.4
Full Fence and Open168850.0%-4.8
Low Fence167943.8%-3.9
Rectangle169756.2%+6.4
Octagon156940.0%-7.9
Single Wall137653.9%+7.9
Breakable Half Fence124833.3%-23.4
Full Fence127558.3%+9.3

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
Walls10347.6%49.8%-2.3
No walls5347.2%43.6%+3.5

Walls against open: -5.8 points (95% range -21.3 to +9.7), p 0.465 — 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

Kungfuhustle99 (Rank 27)2026/09/241441028.6%
AmazedArts (Rank 22)2026/09/2454180.0%
LuBuMBX (Rank 28)2026/09/1751420.0%
BxrbieeGutz (Rank 21)2026/09/1732166.7%
u_madNES (Rank 24)2026/08/2863350.0%
Blargh (Rank 30)2026/08/284040.0%
SamhainX77 (Rank 25)2026/08/2832166.7%
THEWEIAND (Rank 25)2026/08/2731233.3%
seedash (Rank 30)2026/08/2751420.0%
DanHalen (Rank 30)2026/08/2731233.3%
Deznere (Rank 24)2026/08/2632166.7%
H.P.Starcraft (Rank 27)2026/08/26169756.2%
BrittleMoon (Rank 2)2026/08/26440100.0%
Dhezz (Rank 34)2026/08/264040.0%
park35 (Rank 28)2026/08/2295455.6%
TonfaX (Rank 23)2026/08/22440100.0%
JJFGCSerna (Rank 29)2026/08/2231233.3%
ShinFuYux (Rank 24)2026/07/0474357.1%
teh-sneek (Rank 23)2026/06/2075271.4%
ColonelMeanders (Rank 22)2026/06/1942250.0%
BehemothTyphoon (Rank 25)2026/06/1963350.0%
Kapwan (Rank 23)2026/06/1852340.0%
Middleone (Rank 24)2026/06/1885362.5%
Dice (Rank 24)2026/06/1831233.3%
ISAIK (Rank 21)2026/06/1831233.3%

Round openings

Goh

Career
219–189 · 53.7%
This season
178 matches · 48.3%
Peak rank
26

First hit in 45.6% of 711 rounds. Won 55.6% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 85.4% of rounds, against 60.5% in their other rounds.
  • After losing a round: attacks straight away in 70.0% of rounds, against 50.8% after winning one.
  • In round 4 or later: opens with “backdash into 4P+K Karura” in 15.7% of rounds, against 8.8% in their other rounds.
  • After winning a round: opens with “backdash into 4P+K Karura” in 20.6% of rounds, against 7.3% after losing one.
  • When ahead: opens with “evade down into 1P+K Shouzuka Okuri” in 8.9% of rounds, against 2.0% when level or behind.

How is this tested?

backdash into Karura4P+K7610.6%
punchP7310.2%
Hiji'ate6P466.4%
Kusabigeri2K304.2%
evade down into Shouzuka Okuri1P+K263.6%
Sune'uchi2P223.1%
throw escape223.1%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G212.9%
Garyu66K202.8%
Ni'oudaoshi3K+G192.6%
punchP into kickK192.6%
Soukyu46P172.4%
Raikou3P into Denkou3PP162.2%
evade down162.2%
kickK162.2%

80 further openings account for the other 278 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun8–7 · 53%2–1 · 67%too few to test
Lion7–4 · 64%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.

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: 5 of 15 tests hold up