VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

きてぃ☆

  • Wolf
  • Lion
Career matches13,546
Career win rate49.4%
Round win rate49.0%
Peak rank32
Distinct opponents413
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1534 #1,785 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

Goh316,4043,1583,24649.3%
Wolf323,5521,7281,82448.6%
Vanessa—2,1011,0501,05150.0%
Lion291,48976072951.0%

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

4,774 of 5,495 rounds counted

6.4 inputs a second (382 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.33792,867
Wolf6.43871,907

By opponent's character

Wolf6.5389593
Akira6.3377442
Jeffry6.4382400
Jacky6.3381329
Aoi6.5391334
Sarah6.1366315
El Blaze6.4384280
Pai6.3381256
Goh6.6398277
Jean6.5393212
Lau6.6395212
Brad6.6397206
Kage6.1364154
Shun6.0361163
Vanessa6.5387180
Lion6.2374174
Lei Fei6.0360117
Eileen6.036154
Taka5.935541
Dural5.834935

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

Wolf164956957.9%+8.9
Akira126636350.0%+3.0
Jeffry116516544.0%-5.6
Jacky110545649.1%-1.0
Aoi92504254.4%+6.0
Sarah83325138.5%-11.0
El Blaze73284538.4%-7.7
Pai73383552.0%+0.6
Goh72413156.9%+10.7
Jean63243938.1%-7.6
Lau63352855.6%+9.0
Brad60253541.7%-6.6
Kage48222645.8%+1.7
Shun48272156.2%-3.5
Vanessa48212743.8%-3.7
Lion46202643.5%+0.4
Lei Fei34102429.4%-14.7
Eileen1510566.7%+15.9
Taka135838.5%-11.2
Dural106460.0%+10.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Octagon157946359.9%+10.9
Single Wall157807751.0%+2.9
Rectangle144628243.1%-4.4
Breakable Half Fence143647944.8%-3.5
Half Fence138617744.2%-4.9
Breakable Full Fence131725955.0%+5.9
Low Fence129676251.9%+2.2
Full Fence113506344.2%-1.1
Open103465744.7%-4.1
Full Fence and Open80334741.2%-6.8

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
Walls82648.8%48.2%+0.6
No walls38949.6%48.9%+0.7

Walls against open: -0.1 points (95% range -6.4 to +6.2), p 0.969 — 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

入れ込むかもしれない (Rank 31)2026/10/181811761.1%
鳩男 (Rank 32)2026/10/172217577.3%
44884 (Rank 31)2026/10/1781712.5%
オムレツハンター© (Rank 31)2026/10/171221016.7%
neco (Rank 22)2026/10/1498188.9%
LEO (Rank 30)2026/10/091661037.5%
下P撃ち過ぎですか!? (Rank 28)2026/10/08880100.0%
BANANA (Rank 30)2026/10/021991047.4%
yuzu (Rank 27)2026/09/30149564.3%
Koromo (Rank 32)2026/09/2983537.5%
なっちゃんねる (Rank 28)2026/09/28109190.0%
ohtenki (Rank 31)2026/09/271411378.6%
タイヨウ (Rank 33)2026/09/251841422.2%
SHUSHUSHU (Rank 32)2026/09/241851327.8%
tamaneen (Rank 30)2026/09/24119281.8%
nanami.madogiwa (Rank 31)2026/09/16147750.0%
cokeshi (Rank 31)2026/09/13106460.0%
openpen (Rank 30)2026/09/13126650.0%
NORESPECT (Rank 32)2026/09/0994544.4%
HB (Rank 30)2026/08/31113827.3%
りゅうのすけ (Rank 32)2026/08/2895455.6%
ガンオンやりたひ (Rank 31)2026/08/23105550.0%
天一 (Rank 33)2026/08/23106460.0%
Grimaster (Rank 29)2026/08/1784450.0%
kobaman (Rank 27)2026/06/1610100100.0%

Round openings

Every character

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G54910.5%
backdash into Ni'oudaoshi3K+G3306.3%
backdash into Karura4P+K2584.9%
Rolling Savate6K+G2334.5%
Ni'oudaoshi3K+G2154.1%
crouch dash forward into Jibishou3P+K1873.6%
Garyu66K into Tsukikage6K1773.4%
crouch dash back into Karura4P+K1573.0%
Screw Hook63214P into Screw Lariat63214PP1502.9%
Soukyu46P1242.4%
crouch dash back into Kokuryusatsu Ichi46P+K1222.3%
guardG into kickK1102.1%
crouch dash forward into throwP+G1092.1%
guardG into evade down1092.1%
Low Hammer2P901.7%

343 further openings account for the other 2,298 rounds.

Counted from 1,285 of the 1,357 matches played. The rest were not pulled for openings.

Goh

Career
3,158–3,246 · 49.3%
This season
828 matches · 50.7%
Peak rank
31

First hit in 44.5% of 3,325 rounds. Won 55.9% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 42.3% of rounds, against 11.4% in their other rounds.
  • Against Kage: moves in first in 33.9% of rounds, against 18.5% against everyone else.
  • After opening the round before by moving in: moves in first in 15.0% of rounds, against 10.4% after anything else.
  • After the opponent opened the round before by evading: attacks straight away in 55.8% of rounds, against 43.1% after anything else.
  • After losing a round: moves in first in 14.4% of rounds, against 8.3% after winning one.
  • When behind: moves in first in 14.2% of rounds, against 9.8% when ahead or level.
  • In round 1: opens with “crouch dash forward into 3P+K Jibishou” in 17.5% of rounds, against 1.7% in their other rounds.
  • Against Akira: opens with “4P+K+G Kumite Harai (Deflect) into 4P+K+GP+G Kumite Harai~Tsukami” in 23.8% of rounds, against 15.6% against everyone else.
  • After opening the round before with “backdash into 3K+G Ni'oudaoshi”: opens with “backdash into 4P+K Karura” in 18.8% of rounds, against 9.1% after anything else.
  • When the score is level: opens with “3K+G Ni'oudaoshi” in 11.6% of rounds, against 6.8% when ahead or behind.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G54916.4%
backdash into Ni'oudaoshi3K+G3309.8%
backdash into Karura4P+K2587.7%
Ni'oudaoshi3K+G2156.4%
crouch dash forward into Jibishou3P+K1875.6%
Garyu66K into Tsukikage6K1775.3%
crouch dash back into Karura4P+K1574.7%
Soukyu46P1243.7%
crouch dash back into Kokuryusatsu Ichi46P+K1223.6%
guardG into kickK1083.2%
crouch dash forward into Gohou Yuriori (Deflect)236P+K832.5%
guardG into evade down812.4%
crouch dash forward into Ni'oudaoshi3K+G591.8%
backdash into Soukyu46P561.7%
crouch dash forward into Karura4P+K551.6%

150 further openings account for the other 788 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf41–22 · 65%20–14 · 59%+5.3
Akira26–28 · 48%9–6 · 60%too few to test
Jeffry20–20 · 50%10–9 · 53%too few to test
Jacky19–15 · 56%16–5 · 76%too few to test
Aoi16–10 · 62%12–9 · 57%too few to test
Sarah12–14 · 46%12–15 · 44%too few to test
Pai11–16 · 41%7–8 · 47%too few to test
Goh11–9 · 55%11–2 · 85%too few to test
El Blaze8–9 · 47%5–14 · 26%too few to test
Lau15–8 · 65%7–3 · 70%too few to test
Lion13–15 · 46%4–3 · 57%too few to test
Jean9–18 · 33%1–7 · 12%too few to test
Vanessa6–15 · 29%8–3 · 73%too few to test
Brad10–10 · 50%0–8 · 0%too few to test
Kage6–7 · 46%4–3 · 57%too few to test
Lei Fei5–7 · 42%2–9 · 18%too few to test
Shun11–7 · 61%2–3 · 40%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.

How is this tested?

Wolf

Career
1,728–1,824 · 48.6%
This season
471 matches · 45.2%
Peak rank
32

First hit in 43.6% of 1,614 rounds. Won 51.7% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 22.3% of rounds, against 3.7% in their other rounds.
  • Against Pai: evades first in 8.7% of rounds, against 2.4% against everyone else.
  • In round 2: opens with “forward movement into 4P Elbow Butt” in 9.8% of rounds, against 4.2% in their other rounds.
  • Against Shun: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 22.6% of rounds, against 8.8% against everyone else.
  • After winning a round: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 17.1% of rounds, against 7.2% after losing one.
  • When ahead: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 15.9% of rounds, against 9.3% when level or behind.

How is this tested?

Rolling Savate6K+G23314.4%
Screw Hook63214P into Screw Lariat63214PP1509.3%
Low Hammer2P905.6%
forward movement into Elbow Butt4P905.6%
Rolling Savate6K+G into Death ScytheK+G744.6%
Screw Hook63214P724.4%
crouch dash forward into throwP+G704.3%
forward dash into Low Drop Kick62K543.3%
Low Drop Kick62K422.6%
backdash into Heavy Middle Kick3K+G402.5%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K372.3%
forward dash into Gasp Kneel Palm Bomb6P+K372.3%
guardG into punchP311.9%
evade down into Elbow Butt4P291.8%
Arrow Knuckle3P281.7%

142 further openings account for the other 543 rounds.

Counted from 399 of the 471 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
Jeffry12–16 · 43%5–7 · 42%too few to test
Wolf15–17 · 47%3–6 · 33%too few to test
Akira9–7 · 56%5–8 · 38%too few to test
Aoi10–11 · 48%4–5 · 44%too few to test
El Blaze9–14 · 39%3–5 · 38%too few to test
Jacky7–12 · 37%3–2 · 60%too few to test
Pai10–7 · 59%5–0 · 100%too few to test
Brad6–7 · 46%4–4 · 50%too few to test
Lau9–9 · 50%2–2 · 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.

72 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?

Lion

Career
760–729 · 51.0%
This season
58 matches · 41.4%
Peak rank
29

First hit in 53.9% of 241 rounds. Won 49.2% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K6024.1%
crouch into Kousoutai2K+G3012.1%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP228.8%
backdash into Kishitsu Kasensou43P156.0%
crouch dash back into Ukoushin46P+K114.4%
Kishitsu Kasensou43P72.8%
In'you Ousoutsui41236P+K into Souji SenpuP+K62.4%
backdash into Dantai3K52.0%
backward movement into forward punch+kick6P+K52.0%
crouch dash forward into Kousoutai2K+G52.0%
crouch dash forward into guardG52.0%
Juchou Senshou8P+K into Souji SenpuP+K41.6%
backward movement into Honsui3P+K41.6%
crouch dash forward into Banchu6P41.6%
crouch dash forward into punchP41.6%

49 further openings account for the other 62 rounds.

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 (31 here; about 1.6 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 16 tests hold up
  • Wolf: 6 of 15 tests hold up
  • Lion: not tested (too few rounds)