VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

朧月

  • Lion
Career matches2,810
Career win rate51.6%
Round win rate47.8%
Peak rank35
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1687 #861 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

Goh352,8011,4471,35451.7%
Lion2694544.4%

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

478 of 761 rounds counted

7.2 inputs a second (432 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.2432468
Lion6.941310

By opponent's character

Jacky7.142562
Jean7.444245
Jeffry7.343631
Akira7.243556
Wolf7.343964
Lau6.941520
Aoi7.041932
Lion7.041724
Kage7.243236
Brad7.243511
Lei Fei7.242931
Vanessa6.94179
Goh7.544810
El Blaze7.645614
Pai7.544716
Shun6.941517

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

Jacky2191242.9%+0.2
Jean2031715.0%-28.2
Jeffry189950.0%+2.4
Akira1710758.8%+10.1
Wolf1710758.8%+13.0
Lau159660.0%+11.9
Aoi136746.1%-2.2
Lion128466.7%+28.4
Kage103730.0%-13.2
Brad72528.6%-20.7
Lei Fei72528.6%-13.5
Vanessa64266.7%+16.4
Goh51420.0%-27.1
El Blaze41325.0%-30.5
Pai41325.0%-13.3
Shun43175.0%+28.6
Sarah32166.7%+23.9
Taka32166.7%+10.3

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

Full Fence31121938.7%-11.7
Single Wall22121054.5%+12.7
Half Fence2191242.9%-1.5
Breakable Half Fence1911857.9%+9.6
Octagon1991047.4%+1.2
Open1881044.4%-4.6
Breakable Full Fence156940.0%-2.3
Rectangle137653.9%+12.1
Full Fence and Open126650.0%+2.9
Low Fence114736.4%-3.5

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
Walls11845.8%46.0%-0.3
No walls5147.1%44.4%+2.6

Walls against open: -2.9 points (95% range -19.2 to +13.3), p 0.725 — 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

LEEGOSEGA (Rank 35)2026/09/2431233.3%
MaBoy (Rank 35)2026/09/18550100.0%
みんみんさん (Rank 35)2026/09/1464266.7%
きよ丸 (Rank 35)2026/09/143030.0%
jikacho-Gigas (Rank 42)2026/09/0742250.0%
佐藤です (Rank 35)2026/09/074040.0%
nanami.madogiwa (Rank 35)2026/08/1763350.0%
kampfarkz (Rank 32)2026/07/1732166.7%
フンバルト・ヘーデル (Rank 34)2026/07/1753260.0%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/07/1652340.0%
paoya0423 (Rank 35)2026/07/1651420.0%
Holmes-sensei (Rank 28)2026/07/1674357.1%
nanbara (Rank 35)2026/07/16330100.0%
delicioso (Rank 35)2026/07/1631233.3%
whitnes (Rank 32)2026/06/143030.0%
zephyr_dural (Rank 31)2026/06/1196366.7%
Reezent_Sousui (Rank 35)2026/05/0551420.0%
お~ちゃん (Rank 33)2026/04/3032166.7%
cx-server (Rank 36)2026/04/3041325.0%
超아재맨 (Rank 36)2026/04/2342250.0%
mi-na_1112 (Rank 32)2026/04/1031233.3%
けいすけ新宿 (Rank 31)2026/04/1032166.7%
TKS_5150 (Rank 32)2026/04/0843175.0%
カミナリおやじ (Rank 30)2026/03/2832166.7%
Hi-VisionZERO (Rank 30)2026/03/2894544.4%

Round openings

Every character

crouch dash forward into Kirin33P628.2%
backdash into Karura4P+K618.0%
Hiji'ate6P303.9%
crouch dash forward into Ni'oudaoshi3K+G303.9%
punchP into Shouda~KasumigoroshiPK303.9%
crouch dash forward into throw escape253.3%
forward dash into Hiji'ate6P233.0%
punchP222.9%
forward dash into throwP+G202.6%
crouch into Sune'uchi2P152.0%
backward movement into Ropputsubushi6P+K141.8%
Soukyu46P131.7%
punchP into Hiji'ate6P131.7%
punchP into Kokuryusatsu Ni46P+KP131.7%
throwP+G131.7%

152 further openings account for the other 377 rounds.

Goh

Career
1,447–1,354 · 51.7%
This season
184 matches · 45.1%
Peak rank
35

First hit in 49.9% of 749 rounds. Won 51.6% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • Against Aoi: backs off first in 32.0% of rounds, against 15.4% against everyone else.
  • Against Jean: opens with “crouch dash forward into 3K+G Ni'oudaoshi” in 9.3% of rounds, against 3.4% against everyone else.

How is this tested?

crouch dash forward into Kirin33P628.3%
backdash into Karura4P+K618.1%
Hiji'ate6P304.0%
crouch dash forward into Ni'oudaoshi3K+G304.0%
punchP into Shouda~KasumigoroshiPK304.0%
crouch dash forward into throw escape253.3%
forward dash into Hiji'ate6P233.1%
punchP212.8%
forward dash into throwP+G202.7%
crouch into Sune'uchi2P152.0%
backward movement into Ropputsubushi6P+K141.9%
Soukyu46P131.7%
punchP into Hiji'ate6P131.7%
punchP into Kokuryusatsu Ni46P+KP131.7%
throwP+G131.7%

147 further openings account for the other 368 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean1–11 · 8%2–6 · 25%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?

Lion

Career
4–5 · 44.4%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Senkyutai1K220.0%
crouch into Zensoutai2KK220.0%
Sen'inshou3P into forward dash110.0%
backdash into Kishitsu Kasensou43P110.0%
backdash into Tourou Soufu6P+K+G110.0%
forward dash into throw escape110.0%
guardG into throw escape110.0%
punchP110.0%

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: 2 of 15 tests hold up
  • Lion: not tested (too few rounds)