VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

∈挙動不審∋

  • Wolf
Career matches29,336
Career win rate49.0%
Round win rate49.5%
Peak rank36
Distinct opponents738
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1707 #770 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

Goh3625,44512,45112,99448.9%
Wolf353,8911,9231,96849.4%

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

11,671 of 14,212 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.63946,360
Wolf6.33815,311

By opponent's character

Jacky6.84081,361
Akira6.63971,045
Goh6.3380869
Pai6.6395805
Wolf6.7404760
Kage6.5389718
Lau6.5388729
Sarah6.2374636
Jeffry6.3380620
Jean6.3377567
Aoi6.2370535
Lion6.6394534
Shun6.4382475
Lei Fei6.3381441
Brad6.3381431
El Blaze6.3380479
Vanessa6.3381318
Taka6.0357160
Eileen6.3376123
Dural6.237065

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

Jacky37919518451.5%+2.8
Akira33215817447.6%-3.0
Goh24211213046.3%-5.6
Pai2281319757.5%+6.7
Wolf22611011648.7%-3.3
Kage2081109852.9%+4.4
Lau20810010848.1%-1.4
Sarah184939150.5%+0.6
Jeffry181889348.6%-1.1
Jean176888850.0%+2.1
Aoi164689641.5%-6.5
Lion161719044.1%-2.4
Shun157877055.4%+6.4
Lei Fei154678743.5%-0.3
Brad151718047.0%-1.4
El Blaze140776355.0%+5.4
Vanessa102534952.0%+4.7
Taka46172937.0%-16.0
Eileen38191950.0%-5.9
Dural1910952.6%+1.4

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Full Fence39519719849.9%+0.8
Octagon38619119549.5%-0.3
Rectangle36818618250.5%+1.1
Half Fence36017118947.5%-2.3
Breakable Full Fence35416618846.9%-2.6
Open35117817350.7%+2.6
Single Wall34817517350.3%+1.1
Breakable Half Fence31516015550.8%+1.3
Low Fence30414815648.7%-0.9
Full Fence and Open163808349.1%-0.2

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
Walls2,17849.2%49.5%-0.3
No walls1,00350.0%49.0%+0.9

Walls against open: -1.2 points (95% range -5.0 to +2.6), p 0.534 — 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

Phrazes_For_The_Young (Rank 34)2026/10/172316769.6%
KillBill (Rank 31)2026/10/1634201458.8%
五寸釘くん (Rank 35)2026/10/1624111345.8%
striker0123 (Rank 32)2026/10/1623131056.5%
たか (Rank 32)2026/10/1538241463.2%
NO-NAMENANASI774 (Rank 34)2026/10/1427131448.1%
mikumoJacky (Rank 35)2026/10/141861233.3%
temp002 (Rank 30)2026/10/1436231363.9%
あをゐ (Rank 34)2026/10/1436112530.6%
hattori1357 (Rank 35)2026/10/131861233.3%
ガリバー (Rank 32)2026/10/122416866.7%
たあぼさん (Rank 36)2026/10/112113861.9%
ボブソン (Rank 35)2026/10/1135132237.1%
SAMCHAY® (Rank 31)2026/10/093324972.7%
ジャキる。 (Rank 33)2026/10/022012860.0%
happy_shuri (Rank 35)2026/09/292371630.4%
B軍団 (Rank 36)2026/09/292391439.1%
ルビーロマン葵 (Rank 34)2026/09/281810855.6%
ガンオンやりたひ (Rank 32)2026/09/272215768.2%
ねこむーと (Rank 36)2026/09/242491537.5%
ぷこ (Rank 36)2026/09/1422101245.5%
chileung18 (Rank 32)2026/09/1033191457.6%
pc37_lucky10 (Rank 36)2026/09/061810855.6%
joechou222 (Rank 35)2026/08/212291340.9%
マーレさん (Rank 33)2026/07/021810855.6%

Round openings

Every character

punchP1,1218.5%
punchP into Tsurane ShoudaPP8636.5%
punchP into Jab StraightPP6655.0%
kickK4733.6%
backdash into Karura4P+K3903.0%
Raikou3P into guardG3612.7%
punchP into Hammer KickPK3462.6%
crouch dash back into Karura4P+K3252.5%
Arrow Knuckle3P into guardG3002.3%
crouch into Denkou3PP2922.2%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP2401.8%
Raikou3P2401.8%
Arrow Knuckle3P2281.7%
guardG into throw escape2241.7%
punchP into Kokuryusatsu Ni46P+KP2151.6%

547 further openings account for the other 6,901 rounds.

Counted from 3,235 of the 3,496 matches played. The rest were not pulled for openings.

Goh

Career
12,451–12,994 · 48.9%
This season
2,193 matches · 48.9%
Peak rank
36

First hit in 55.4% of 8,303 rounds. Won 51.7% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 61.3% of rounds, against 54.9% in their other rounds.
  • Against Lion: evades first in 25.6% of rounds, against 6.6% against everyone else.
  • After opening the round before by backing off: attacks straight away in 60.2% of rounds, against 53.6% after anything else.
  • After winning a round: backs off first in 27.1% of rounds, against 15.1% after losing one.
  • When ahead: backs off first in 26.0% of rounds, against 16.6% when level or behind.
  • In round 1: opens with “P punch into PP Tsurane Shouda” in 14.7% of rounds, against 8.8% in their other rounds.
  • Against Jacky: opens with “P punch into PP Tsurane Shouda” in 22.0% of rounds, against 9.0% against everyone else.
  • After opening the round before with “P punch”: opens with “P punch” in 16.7% of rounds, against 10.7% after anything else.
  • After losing a round: opens with “P punch” in 14.5% of rounds, against 7.9% after winning one.
  • When behind: opens with “P punch” in 13.1% of rounds, against 9.5% when ahead or level.

How is this tested?

punchP into Tsurane ShoudaPP86310.3%
punchP8079.6%
kickK4735.6%
backdash into Karura4P+K3904.6%
Raikou3P into guardG3614.3%
crouch dash back into Karura4P+K3253.9%
crouch into Denkou3PP2923.5%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP2402.9%
Raikou3P2402.9%
punchP into Kokuryusatsu Ni46P+KP2152.6%
Raikou3P into forward dash1682.0%
guardG into throw escape1601.9%
Hiji'ate6P1461.7%
punchP into Shouda~KasumigoroshiPK1441.7%
Soukyu46P into forward movement1261.5%

332 further openings account for the other 3,453 rounds.

Counted from 2,067 of the 2,193 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
Akira62–69 · 47%27–29 · 48%+2.6
Jacky60–54 · 53%34–34 · 50%+1.8
Wolf33–40 · 45%28–22 · 56%-11.3
Pai41–35 · 54%28–21 · 57%-6.3
Kage51–35 · 59%12–21 · 36%+18.4
Goh38–46 · 45%19–17 · 53%-5.8
Lei Fei31–46 · 40%16–22 · 42%+1.1
Jean36–41 · 47%18–15 · 55%-6.5
Sarah39–28 · 58%15–15 · 50%+6.4
Brad28–30 · 48%12–12 · 50%too few to test
Lion18–35 · 34%12–18 · 40%-5.5
El Blaze30–33 · 48%16–12 · 57%too few to test
Lau29–29 · 50%12–12 · 50%too few to test
Jeffry30–31 · 49%9–16 · 36%too few to test
Shun26–20 · 57%19–18 · 51%+2.3
Aoi19–28 · 40%14–13 · 52%too few to test
Vanessa28–26 · 52%8–9 · 47%too few to test
Taka5–13 · 28%1–3 · 25%too few to test
Eileen6–4 · 60%2–5 · 29%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.

126 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?

Wolf

Career
1,923–1,968 · 49.4%
This season
1,303 matches · 50.0%
Peak rank
35

First hit in 56.2% of 4,740 rounds. Won 51.8% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • Against Lion: evades first in 25.9% of rounds, against 5.4% against everyone else.
  • After opening the round before by attacking: backs off first in 22.4% of rounds, against 15.8% after anything else.
  • After winning a round: backs off first in 24.6% of rounds, against 15.5% after losing one.
  • When ahead: backs off first in 23.1% of rounds, against 16.2% when level or behind.
  • In round 4 or later: opens with “P punch into PP Jab Straight” in 16.7% of rounds, against 12.9% in their other rounds.
  • Against Akira: opens with “3P Arrow Knuckle into G guard” in 12.2% of rounds, against 5.7% against everyone else.
  • After losing a round: opens with “P punch” in 8.9% of rounds, against 5.5% after winning one.
  • When behind: opens with “P punch” in 8.8% of rounds, against 5.8% when ahead or level.

How is this tested?

punchP into Jab StraightPP66513.9%
punchP into Hammer KickPK3467.2%
punchP3146.6%
Arrow Knuckle3P into guardG3006.3%
Arrow Knuckle3P2284.8%
backdash into Heavy Middle Kick3K+G1823.8%
Jab StraightPP into One Two UpperPPP1332.8%
crouch dash back into Kenka Kick1K+G1332.8%
punchP into Arrow Knuckle3P1302.7%
Arrow Knuckle3P into forward dash1112.3%
forward movement into Elbow Butt4P1012.1%
Rolling Savate6K+G962.0%
crouch dash forward into Arrow Knuckle3P901.9%
evade down into Elbow Butt4P801.7%
backdash into Mow Down Chop1P+K791.6%

262 further openings account for the other 1,793 rounds.

Counted from 1,168 of the 1,303 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky40–32 · 56%28–23 · 55%-4.0
Lau30–35 · 46%16–17 · 48%+0.8
Akira29–33 · 47%14–17 · 45%+4.0
Goh24–33 · 42%13–15 · 46%too few to test
Jeffry33–26 · 56%1–9 · 10%too few to test
Wolf21–23 · 48%9–10 · 47%too few to test
Pai27–18 · 60%13–6 · 68%too few to test
Sarah15–25 · 38%7–9 · 44%too few to test
Aoi18–33 · 35%3–7 · 30%too few to test
Shun21–18 · 54%10–5 · 67%too few to test
Kage14–15 · 48%8–6 · 57%too few to test
Lion20–12 · 62%6–5 · 55%too few to test
Jean19–14 · 58%3–6 · 33%too few to test
Brad16–18 · 47%3–5 · 38%too few to test
El Blaze17–10 · 63%5–2 · 71%too few to test
Lei Fei9–9 · 50%3–2 · 60%too few to test
Vanessa7–8 · 47%3–3 · 50%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.

135 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 (36 here; about 1.8 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: 10 of 18 tests hold up
  • Wolf: 8 of 18 tests hold up