VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

ちむ

Career matches972
Career win rate56.7%
Round win rate51.7%
Peak rank34
Distinct opponents66
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1658 #999 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

Goh3497255142156.7%

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

432 of 505 rounds counted

5.2 inputs a second (315 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.2315432

By opponent's character

Jacky5.532977
Lau5.130764
Wolf5.230939
Akira5.332023
Aoi5.230931
Jean5.332024
Pai5.533220
Shun5.432728
Goh5.130823
Jeffry5.332121
Vanessa4.72798
Kage4.828714
Lei Fei5.130612
Lion5.733914
Sarah5.231314
Taka4.627812
Brad5.53304
El Blaze4.92954

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

Jacky2318578.3%+29.1
Lau178947.1%-4.8
Wolf127558.3%+3.9
Akira93633.3%-26.4
Aoi83537.5%-16.2
Jean82625.0%-24.6
Pai84450.0%-3.9
Shun73442.9%-20.6
Goh64266.7%+17.4
Jeffry54180.0%+37.3
Vanessa53260.0%+10.1
Kage32166.7%+26.2
Lei Fei3030.0%-67.0
Lion31233.3%-11.0
Sarah32166.7%+22.3
Taka32166.7%+12.8
Brad1010.0%-40.9
El Blaze1010.0%-63.3

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

Half Fence2011955.0%+2.2
Open2081240.0%-14.3
Octagon1811761.1%+11.9
Rectangle147750.0%+0.0
Full Fence124833.3%-21.4
Breakable Full Fence117463.6%+11.6
Single Wall107370.0%+14.5
Full Fence and Open660100.0%+50.7
Breakable Half Fence51420.0%-35.6
Low Fence52340.0%-18.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8051.2%52.1%-0.8
No walls3548.6%54.1%-5.5

Walls against open: +4.7 points (95% range -17.8 to +27.3), p 0.681 — 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

hikabun (Rank 35)2026/10/112020.0%
たあぼさん (Rank 35)2026/10/1041325.0%
れもん@のびしろF (Rank 33)2026/10/1054180.0%
にゃんた (Rank 36)2026/10/102020.0%
∈挙動不審∋ (Rank 36)2026/09/30220100.0%
ガリバー (Rank 32)2026/09/0776185.7%
AlicerLandeel (Rank 31)2026/09/05220100.0%
大谷 小平 (Rank 35)2026/09/0321150.0%
aona (Rank 35)2026/08/242020.0%
B軍団 (Rank 35)2026/08/0531233.3%
なつ (Rank 31)2026/08/05220100.0%
ツッチー (Rank 34)2026/08/03220100.0%
津古さん (Rank 35)2026/08/032020.0%
ohtenki (Rank 30)2026/08/0321150.0%
アベル (Rank 30)2026/08/0373442.9%
SHUSHUSHU (Rank 29)2026/08/0332166.7%
NoMark/ノーマーク (Rank 28)2026/08/032020.0%
カミナリおやじ (Rank 31)2026/08/0332166.7%
NORESPECT (Rank 34)2026/07/25440100.0%
Eno (Rank 30)2026/07/2541325.0%
おーちんちーん (Rank 34)2026/07/2552340.0%
juste (Rank 27)2026/07/2532166.7%
구닥스트렌져 (Rank 32)2026/05/0731233.3%
白い妖精 (Rank 31)2026/04/202020.0%
究極無敵 (Rank 28)2026/04/06220100.0%

Round openings

Goh

Career
551–421 · 56.7%
This season
125 matches · 52.8%
Peak rank
34

First hit in 44.3% of 415 rounds. Won 57.1% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • Against Wolf: evades first in 22.6% of rounds, against 7.7% against everyone else.
  • When behind: backs off first in 17.4% of rounds, against 10.5% when ahead or level.

How is this tested?

throw escape13632.5%
Sune'uchi2P9021.5%
backdash into Karura4P+K225.3%
forward movement into punchP153.6%
crouch dash forward into Kirin33P112.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G102.4%
Maegeri3K into Batousatsu3KP81.9%
Sune'uchi2P into forward movement61.4%
evade down into forward dash61.4%
backdash into evade up51.2%
evade down into throw escape51.2%
Sune'uchi2P into backward movement41.0%
backdash into Soukyu46P41.0%
crouch dash forward into Tsukikage6K41.0%
Hiji'ate6P30.7%

60 further openings account for the other 89 rounds.

Counted from 104 of the 125 matches played. The rest were not pulled for openings.

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