VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

dark031giant

  • Brad
Career matches3,477
Career win rate49.6%
Round win rate46.1%
Peak rank31
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1487 #2,118 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

Goh313,4231,6961,72749.5%
Brad2354282651.9%

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

877 of 1,009 rounds counted

9.5 inputs a second (568 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh9.5568877

By opponent's character

Wolf9.7580131
Jacky9.255294
Jeffry9.757958
Pai9.355777
Akira9.657849
Aoi9.355773
Goh9.758368
Vanessa9.255155
Lei Fei9.556842
Jean9.255151
Kage9.758018
Lion9.758131
Sarah9.154819
El Blaze9.054126
Lau9.959624
Shun9.959519
Eileen9.255418
Taka10.462619
Brad8.75245

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

Wolf33141942.4%-4.4
Jacky24131154.2%+11.4
Jeffry2261627.3%-18.2
Pai21111052.4%+1.2
Akira1971236.8%-4.5
Aoi1911857.9%+12.8
Goh1861233.3%-4.9
Vanessa146842.9%-2.5
Lei Fei138561.5%+17.0
Jean117463.6%+26.4
Kage84450.0%+9.2
Lion84450.0%+8.5
Sarah83537.5%-4.7
El Blaze72528.6%-15.6
Lau72528.6%-23.6
Shun52340.0%+0.5
Eileen42250.0%+12.8
Taka4040.0%-44.3
Brad32166.7%+12.5
Dural1010.0%-48.0

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

Half Fence39231659.0%+13.9
Breakable Full Fence37132435.1%-10.0
Single Wall30161453.3%+8.8
Full Fence2992031.0%-12.4
Rectangle27111640.7%+0.0
Open2071335.0%-4.1
Breakable Half Fence1991047.4%+7.3
Low Fence167943.8%-8.1
Octagon1551033.3%-13.2
Full Fence and Open51420.0%-29.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16642.2%43.6%-1.4
No walls6645.5%44.9%+0.5

Walls against open: -1.9 points (95% range -16.1 to +12.2), p 0.790 — 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

poco/ぽこ (Rank 29)2026/10/1632166.7%
プリおじ (Rank 32)2026/10/103030.0%
∞オロチ丸∞ (Rank 26)2026/10/103030.0%
GTA6 (Rank 29)2026/10/0231233.3%
しゅが~nsr (Rank 27)2026/09/2943175.0%
camelvf (Rank 25)2026/09/2842250.0%
tamaneen (Rank 31)2026/09/2863350.0%
Handive (Rank 30)2026/09/2442250.0%
こて (Rank 28)2026/09/183030.0%
LEO (Rank 31)2026/09/095050.0%
CELIS (Rank 28)2026/09/0541325.0%
pizaman (Rank 32)2026/09/0531233.3%
アオゾラ。aozora (Rank 26)2026/09/0476185.7%
ずーさんZOOWOLF (Rank 28)2026/08/2473442.9%
会長さん (Rank 31)2026/08/1851420.0%
Lukas Anderson1990 (Rank 26)2026/08/0332166.7%
アメリアンス理恵(FF14 (Rank 26)2026/07/2743175.0%
HIROCHILL (Rank 29)2026/07/2631233.3%
フンバルト・ヘーデル (Rank 30)2026/07/2651420.0%
Wonda15426 (Rank 27)2026/07/2632166.7%
亀 (Rank 24)2026/07/2643175.0%
Go!飯饌GiI (Rank 28)2026/07/2032166.7%
μ (Rank 25)2026/07/1332166.7%
狛猫【Excalibur】 (Rank 28)2026/05/0841325.0%
猫鼻 (Rank 29)2026/05/0542250.0%

Round openings

Every character

backdash into evade up13113.7%
backdash into Karura4P+K555.7%
backdash into Kirin33P515.3%
forward movement into punchP495.1%
crouch into Ni'oudaoshi3K+G444.6%
backdash into throwP+G414.3%
forward movement into AgitosogiP+K414.3%
backdash into Maegeri3K404.2%
Soukyu46P394.1%
crouch dash forward into Tsukikage6K373.9%
backdash into Batousatsu3KP272.8%
backdash into Jibishou3P+K232.4%
Tsukikage6K151.6%
Garyu66K141.5%
Hiji'ate6P141.5%

134 further openings account for the other 339 rounds.

Counted from 238 of the 249 matches played. The rest were not pulled for openings.

Goh

Career
1,696–1,727 · 49.5%
This season
247 matches · 44.1%
Peak rank
31

First hit in 54.1% of 943 rounds. Won 49.8% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 72.9% of rounds, against 50.6% in their other rounds.
  • In round 1: opens with “backdash into evade up” in 21.2% of rounds, against 11.0% in their other rounds.
  • Against Goh: opens with “backdash into 33P Kirin” in 11.8% of rounds, against 4.9% against everyone else.

How is this tested?

backdash into evade up12913.5%
backdash into Karura4P+K555.8%
backdash into Kirin33P515.3%
forward movement into punchP485.0%
crouch into Ni'oudaoshi3K+G444.6%
backdash into throwP+G414.3%
forward movement into AgitosogiP+K414.3%
backdash into Maegeri3K404.2%
Soukyu46P394.1%
crouch dash forward into Tsukikage6K373.9%
backdash into Batousatsu3KP272.8%
backdash into Jibishou3P+K232.4%
Tsukikage6K151.6%
Garyu66K141.5%
Hiji'ate6P141.5%

130 further openings account for the other 335 rounds.

Counted from 236 of the 247 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
Wolf8–12 · 40%6–2 · 75%too few to test
Jacky9–8 · 53%4–1 · 80%too few to test
Jeffry4–15 · 21%0–1 · 0%too few to test
Pai8–7 · 53%3–3 · 50%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.

11 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?

Brad

Career
28–26 · 51.9%
This season
2 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up228.6%
Middle Spin Kick66K114.3%
Spine Whip4P into forward movement114.3%
backward movement into Turn Savate44K114.3%
forward movement into Combination LowPPK114.3%
forward movement into punchP114.3%

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: 3 of 15 tests hold up
  • Brad: not tested (too few rounds)