VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

Xtron2112

  • Taka
Career matches1,694
Career win rate31.8%
Round win rate37.9%
Peak rank22
Distinct opponents85
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1156 #3,526 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

Goh221,6675271,14031.6%
Taka1627111640.7%

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

1,048 of 1,366 rounds counted

5.9 inputs a second (353 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.93521,021
Taka6.438227

By opponent's character

Akira5.8346136
Jacky6.136687
Goh5.7341139
Lau6.237392
Taka5.935489
Jean5.935351
Shun5.834770
Wolf6.538960
Vanessa5.633453
Eileen6.036052
Jeffry5.130848
Sarah5.834744
Pai6.237337
Brad5.935438
Aoi5.231021
Kage6.03638
Lei Fei5.73449
Lion7.24329
El Blaze6.94145

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

Akira58174129.3%+4.2
Jacky3443011.8%-24.5
Goh33151845.5%+8.2
Lau2872125.0%-0.1
Taka2171433.3%+9.3
Jean2031715.0%-15.6
Shun2091145.0%+12.9
Wolf1961331.6%+0.3
Vanessa1861233.3%+10.0
Eileen168850.0%+27.6
Jeffry1631318.8%-21.2
Sarah141137.1%-14.3
Pai135838.5%+15.6
Brad112918.2%+2.0
Aoi105550.0%+11.5
Kage81712.5%-26.4
Lei Fei63350.0%+9.9
Lion5050.0%-10.8
El Blaze1010.0%-34.4

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.

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

Open56173930.4%+0.4
Breakable Full Fence40112927.5%-0.4
Full Fence3692725.0%-5.1
Low Fence35132237.1%+11.1
Breakable Half Fence3282425.0%-7.7
Rectangle31112035.5%+6.5
Single Wall31102132.3%+5.3
Half Fence2882028.6%+1.5
Octagon2581732.0%+1.0
Full Fence and Open1531220.0%-12.8

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19228.6%29.5%-0.8
No walls12232.8%28.5%+4.2

Walls against open: -5.1 points (95% range -17.3 to +7.2), p 0.417 — 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

The8thOne (Rank 24)1751229.4%
Publix (Rank 21)158753.3%
Vonzi (Rank 12)137653.9%
johncha (Rank 21)1331023.1%
Sambin0 (Rank 23)112918.2%
Shinzu (Rank 18)105550.0%
finalkinoko (Rank 20)100100.0%
Marginal (Rank 24)94544.4%
S_C_H_T_O_M_P (Rank 21)98188.9%
DeadlyRave-Neo (Rank 21)82625.0%
franc (Rank 18)83537.5%
freddy (Rank 18)83537.5%
Myst1c (Rank 14)71614.3%
Zxo (Rank 24)7070.0%
stinky (Rank 21)71614.3%
Cynuous (Rank 18)6060.0%
Rthg (Rank 22)63350.0%
Yogsothoth2099 (Rank 16)62433.3%
AAmateur (Rank 22)51420.0%
Daimao.Koopa (Rank 22)51420.0%
PhaserCatGamesLLC (Rank 21)53260.0%
Shtudy (Rank 22)51420.0%
SunGoblin (Rank 24)51420.0%
TayoTayoTaka (Rank 24)51420.0%
ToasterBonanza (Rank 17)52340.0%

Most played opponents, most recent first

finalkinoko (Rank 20)2026/07/27100100.0%
DeadlyRave-Neo (Rank 21)2026/07/1682625.0%
stinky (Rank 21)2026/07/1671614.3%
Shtudy (Rank 22)2026/07/1651420.0%
S_C_H_T_O_M_P (Rank 21)2026/07/1298188.9%
freddy (Rank 18)2026/07/1283537.5%
Daimao.Koopa (Rank 22)2026/07/1051420.0%
TayoTayoTaka (Rank 24)2026/07/1051420.0%
SunGoblin (Rank 24)2026/07/1051420.0%
johncha (Rank 21)2026/07/051331023.1%
Publix (Rank 21)2026/06/29158753.3%
The8thOne (Rank 24)2026/06/181751229.4%
Sambin0 (Rank 23)2026/06/10112918.2%
Rthg (Rank 22)2026/06/1063350.0%
Shinzu (Rank 18)2026/06/05105550.0%
Yogsothoth2099 (Rank 16)2026/05/3062433.3%
franc (Rank 18)2026/05/2983537.5%
Myst1c (Rank 14)2026/05/2971614.3%
Marginal (Rank 24)2026/05/2894544.4%
PhaserCatGamesLLC (Rank 21)2026/05/2753260.0%
Zxo (Rank 24)2026/05/187070.0%
ToasterBonanza (Rank 17)2026/05/1552340.0%
Cynuous (Rank 18)2026/05/056060.0%
AAmateur (Rank 22)2026/04/2451420.0%
Vonzi (Rank 12)2026/04/16137653.9%

Round openings

Every character

Tsukikage6K57942.2%
crouch into Maegeri3K906.5%
Jibishou3P+K594.3%
Tsukikage6K into crouch554.0%
Ni'oudaoshi3K+G443.2%
punchP into throwP+G282.0%
kickK251.8%
Shouzuka Okuri1P+K191.4%
Ropputsubushi6P+K181.3%
Kumite Harai (Deflect)4P+K+G171.2%
Tsukikage6K into Garyu66K161.2%
Tsukikage6K into kickK161.2%
Aragami4K151.1%
Soukyu46P151.1%
crouch into Batousatsu3KP130.9%

142 further openings account for the other 364 rounds.

Goh

Career
527–1,140 · 31.6%
This season
344 matches · 29.4%
Peak rank
22

First hit in 50.2% of 1,322 rounds. Won 43.4% of the rounds they struck first, 32.7% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 90.4% of rounds, against 80.7% in their other rounds.
  • Against Akira: waits first in 24.0% of rounds, against 8.3% against everyone else.
  • On Full Fence and Open stages: waits first in 21.5% of rounds, against 10.7% on the other stages.
  • After opening the round before by waiting: waits first in 29.0% of rounds, against 6.7% after anything else.
  • In round 1: opens with “crouch into 3K Maegeri” in 10.2% of rounds, against 5.5% in their other rounds.
  • Against Akira: opens with “crouch into 3K Maegeri” in 16.0% of rounds, against 4.8% against everyone else.
  • On Full Fence and Open stages: opens with “crouch into 3K Maegeri” in 18.5% of rounds, against 6.1% on the other stages.
  • After opening the round before with “crouch into 3K Maegeri”: opens with “crouch into 3K Maegeri” in 20.9% of rounds, against 4.4% after anything else.

How is this tested?

Tsukikage6K57943.0%
crouch into Maegeri3K906.7%
Jibishou3P+K594.4%
Tsukikage6K into crouch554.1%
Ni'oudaoshi3K+G443.3%
punchP into throwP+G272.0%
Shouzuka Okuri1P+K191.4%
Ropputsubushi6P+K181.3%
kickK181.3%
Kumite Harai (Deflect)4P+K+G171.3%
Tsukikage6K into Garyu66K161.2%
Tsukikage6K into kickK161.2%
Aragami4K151.1%
Soukyu46P151.1%
crouch into Batousatsu3KP131.0%

136 further openings account for the other 345 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–21 · 22%9–18 · 33%too few to test
Goh7–8 · 47%7–2 · 78%too few to test
Lau4–7 · 36%3–12 · 20%too few to test
Jacky3–17 · 15%0–2 · 0%too few to test
Taka4–8 · 33%1–6 · 14%too few to test
Jean1–11 · 8%1–4 · 20%too few to test
Shun9–10 · 47%0–0 · —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?

Taka

Career
11–16 · 40.7%
This season
7 matches · 14.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Marutahiza6K into Shikofumi6KK1244.4%
kickK725.9%
Agyou4P+K+G27.4%
Chu Tsuppari6P+K13.7%
Hiji'ate6P into evade down13.7%
crouch into Nakageri3K13.7%
forward movement into Honda Kata'ate4PPP13.7%
kickK into Shikofumi6KK13.7%
punchP into throwP+G13.7%

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 (16 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: 8 of 16 tests hold up
  • Taka: not tested (too few rounds)