VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

vf_kaou_JP

Career matches2,832
Career win rate50.8%
Round win rate49.9%
Peak rank35
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1714 #731 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

Goh352,8321,4381,39450.8%

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

134 of 491 rounds counted

6.7 inputs a second (399 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.7399134

By opponent's character

Jacky6.841037
El Blaze6.237414
Jean7.14248
Sarah6.338018
Brad6.740426
Jeffry7.44465
Wolf6.53914
Lion6.53923
Shun6.84058
Vanessa6.23717
Pai6.03584

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

Jacky22121054.5%+5.8
El Blaze136746.1%-5.8
Jean105550.0%-7.4
Sarah105550.0%+4.3
Akira93633.3%-15.7
Brad95455.6%+5.9
Jeffry95455.6%+4.8
Wolf85362.5%+16.0
Aoi63350.0%-3.4
Kage63350.0%-4.5
Lau63350.0%-6.7
Lion42250.0%-1.1
Shun41325.0%-25.5
Vanessa43175.0%+31.6
Goh21150.0%+7.8
Pai1010.0%-38.2

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

Rectangle22101245.5%-2.9
Open168850.0%-1.1
Full Fence149564.3%+12.3
Octagon139469.2%+20.0
Low Fence126650.0%+5.3
Breakable Full Fence116554.5%+6.7
Half Fence113827.3%-31.1
Single Wall106460.0%+12.9
Breakable Half Fence93633.3%-23.6
Full Fence and Open31233.3%-12.8

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
Walls8050.0%51.4%-1.4
No walls3852.6%48.4%+4.2

Walls against open: -5.6 points (95% range -24.6 to +13.5), p 0.566 — 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

abcdkazu1986 (Rank 34)2026/07/1563350.0%
★闘将拉麵男★ (Rank 35)2026/07/15220100.0%
ツッチー (Rank 36)2026/07/142020.0%
B軍団 (Rank 35)2026/07/0931233.3%
五寸釘くん (Rank 33)2026/07/092020.0%
LEO (Rank 34)2026/07/032020.0%
どろパイ (Rank 35)2026/06/3031233.3%
Dark (Rank 33)2026/06/3021150.0%
코코시럽 (Rank 37)2026/05/1242250.0%
guigui8393 (Rank 36)2026/05/0952340.0%
Nn_nekosuke (Rank 33)2026/05/0942250.0%
たあぼさん (Rank 35)2026/05/0942250.0%
カカリア (Rank 36)2026/05/07330100.0%
REDdog.狂犬 (Rank 32)2026/05/0621150.0%
プリおじ (Rank 32)2026/05/0621150.0%
Koromo (Rank 32)2026/05/052020.0%
BokmyeonDaro (Rank 31)2026/04/20220100.0%
junkman (Rank 36)2026/04/1331233.3%
cass+tera (Rank 29)2026/04/0821150.0%
CDM_rui.jp (Rank 32)2026/04/0831233.3%
Nox (Rank 29)2026/04/0832166.7%
ふぇに (Rank 32)2026/04/0842250.0%
바블검크라이시스 (Rank 33)2026/03/2842250.0%
八事ジェフリー (Rank 32)2026/03/2843175.0%
RubyEye/遅延16ms (Rank 31)2026/03/28220100.0%

Round openings

Goh

Career
1,438–1,394 · 50.8%
This season
123 matches · 50.4%
Peak rank
35

First hit in 54.4% of 491 rounds. Won 51.3% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 23.6% of rounds, against 7.6% in their other rounds.
  • After winning a round: attacks straight away in 51.4% of rounds, against 15.7% after losing one.
  • When ahead: attacks straight away in 49.6% of rounds, against 24.0% when level or behind.
  • After losing a round: opens with “crouch into 2P Sune'uchi” in 18.4% of rounds, against 4.4% after winning one.
  • When behind: opens with “crouch into 2P Sune'uchi” in 16.0% of rounds, against 8.0% when ahead or level.

How is this tested?

crouch into Sune'uchi2P6212.6%
guardG418.3%
Hiji'ate6P367.3%
forward movement into punchP367.3%
Karura4P+K326.5%
guardG into kickK193.9%
throwP+G132.6%
Soukyu46P into forward movement122.4%
backdash into evade up122.4%
backdash into kickK122.4%
guardG into punchP122.4%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G112.2%
evade down into guardG81.6%
backdash71.4%
evade up into forward dash71.4%

85 further openings account for the other 171 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky7–7 · 50%5–3 · 62%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