VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

uns/em

Career matches3,898
Career win rate45.5%
Round win rate48.3%
Peak rank27
Distinct opponents191
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1457 #2,285 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

Goh273,8981,7742,12445.5%

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

1,169 of 1,398 rounds counted

10.1 inputs a second (608 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh10.16081,169

By opponent's character

Jacky10.1604119
Akira10.3616119
Wolf10.1605125
Jeffry10.0598127
Sarah10.261089
Pai10.160594
Aoi10.160781
Goh10.261231
Vanessa10.361850
Brad10.060265
Shun10.361858
Lion10.260949
Jean10.362034
Kage9.959315
Lau9.959730
El Blaze10.361828
Eileen10.361718
Lei Fei9.859019
Taka9.858812
Dural10.96566

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

Jacky43261760.5%+16.5
Akira36211558.3%+13.7
Wolf35122334.3%-6.1
Jeffry32122037.5%-6.3
Sarah27151255.6%+4.3
Pai2671926.9%-20.4
Aoi22101245.5%-2.3
Goh179852.9%+10.1
Vanessa1751229.4%-10.5
Brad1661037.5%-15.1
Shun158753.3%+8.4
Lion126650.0%+0.6
Jean104640.0%-7.7
Kage107370.0%+22.6
Lau94544.4%-0.2
El Blaze73442.9%-13.7
Eileen51420.0%-25.2
Lei Fei52340.0%-3.8
Taka32166.7%+13.0
Dural2020.0%-47.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Octagon48183037.5%-7.5
Breakable Half Fence44143031.8%-10.4
Low Fence40211952.5%+6.1
Breakable Full Fence36221461.1%+14.0
Single Wall33191457.6%+7.6
Full Fence32171553.1%+8.4
Rectangle32112134.4%-15.8
Half Fence28161257.1%+11.3
Open179852.9%+9.1
Full Fence and Open1661037.5%-2.3

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22044.5%45.4%-0.9
No walls9054.4%47.9%+6.5

Walls against open: -7.4 points (95% range -19.3 to +4.5), p 0.224 — 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

たかティン (Rank 23)2026/09/12440100.0%
ブルマ天国 (Rank 28)2026/09/1141325.0%
なっちゃんねる (Rank 27)2026/09/1163350.0%
nyu_necoginjo (Rank 24)2026/08/2231233.3%
Drunk_Monkey3110 (Rank 24)2026/08/21550100.0%
HEDO/ (Rank 27)2026/08/0531233.3%
ぽん (Rank 27)2026/08/0541325.0%
kota_mofumofu (Rank 21)2026/08/0532166.7%
カプリッチョ (Rank 27)2026/07/2753260.0%
kupipi_ff11 (Rank 27)2026/07/2662433.3%
Wonda15426 (Rank 28)2026/07/244040.0%
YamchanGTR (Rank 24)2026/07/2431233.3%
ziend-2525 (Rank 26)2026/07/2254180.0%
bruceshiue (Rank 25)2026/07/1453260.0%
エルポー$ (Rank 23)2026/07/0832166.7%
ひらりん。 (Rank 27)2026/07/064040.0%
ターム (Rank 21)2026/07/0432166.7%
narumi_aizawa (Rank 24)2026/06/284040.0%
ma.ya2013 (Rank 25)2026/06/2031233.3%
Momomia (Rank 27)2026/06/18440100.0%
burnersan (Rank 24)2026/06/1242250.0%
manao_0609 (Rank 26)2026/04/0632166.7%
pani07 (Rank 25)2026/04/0631233.3%
ミト (Rank 26)2026/04/0341325.0%
KY-KEY (Rank 22)2026/04/0374357.1%

Round openings

Goh

Career
1,774–2,124 · 45.5%
This season
349 matches · 45.9%
Peak rank
27

First hit in 55.6% of 1,382 rounds. Won 52.0% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 22.1% of rounds, against 13.0% in their other rounds.
  • Against Lion: waits first in 16.3% of rounds, against 3.6% against everyone else.
  • After the opponent opened the round before by backing off: moves in first in 17.3% of rounds, against 6.7% after anything else.
  • In round 1: opens with “evade up into throw escape” in 8.9% of rounds, against 2.6% in their other rounds.
  • Against Wolf: opens with “P punch into P+K Agitosogi” in 31.1% of rounds, against 20.3% against everyone else.

How is this tested?

punchP into AgitosogiP+K30221.5%
punchP into kickK1329.4%
Sune'uchi2P775.5%
crouch dash forward into Kirin33P624.4%
evade up into throw escape584.1%
Sune'uchi2P into backdash463.3%
Hiji'ate6P372.6%
crouch into Denkou3PP372.6%
evade up into Denkou3PP362.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G352.5%
crouch dash back into Karura4P+K322.3%
Karura4P+K302.1%
Sune'uchi2P into punchP282.0%
crouch dash forward into Denkou3PP271.9%
evade up271.9%

126 further openings account for the other 441 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky17–15 · 53%5–1 · 83%too few to test
Akira15–11 · 58%5–1 · 83%too few to test
Wolf8–12 · 40%4–10 · 29%too few to test
Jeffry9–13 · 41%3–3 · 50%too few to test
Sarah6–6 · 50%8–5 · 62%too few to test
Pai4–13 · 24%3–3 · 50%too few to test
Aoi8–7 · 53%2–3 · 40%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?

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: 5 of 15 tests hold up