VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

苦道訓|kudoukun_goh

Career matches7,262
Career win rate50.4%
Round win rate50.4%
Peak rank42
Distinct opponents249
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1826 #307 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

Goh427,2623,6633,59950.4%

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

3,689 of 5,068 rounds counted

8.2 inputs a second (491 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.24913,689

By opponent's character

Kage8.5509349
Lau8.5508381
Jacky8.5512360
Akira8.5508280
Lion7.9474291
Wolf8.1485234
Lei Fei8.1484181
Jean7.3436206
Shun8.8526222
Pai7.7463175
Brad8.2490146
Sarah7.8469163
Vanessa8.450376
Jeffry8.047772
Eileen7.5450123
Goh8.1488135
Aoi9.1544102
Taka7.947393
El Blaze7.846577
Dural7.745923

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

Kage137716651.8%-1.0
Lau112506244.6%-2.2
Jacky106475944.3%-1.8
Akira102564654.9%+3.8
Lion85454052.9%+2.8
Wolf72244833.3%-13.9
Lei Fei71343747.9%-2.5
Jean68392957.4%+0.3
Shun67392858.2%+8.9
Pai64333151.6%+3.6
Brad56292751.8%+6.7
Sarah51242747.1%-3.4
Vanessa43291467.4%+20.3
Jeffry42192345.2%-7.7
Eileen38162242.1%-3.9
Goh36231363.9%+7.5
Aoi35152042.9%-8.7
Taka2581732.0%-12.9
El Blaze24131154.2%+0.2
Dural74357.1%+4.8

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Open163857852.1%+2.2
Single Wall134676750.0%-1.9
Low Fence132745856.1%+5.8
Octagon129616847.3%-3.1
Half Fence125646151.2%+2.1
Breakable Half Fence115506543.5%-8.5
Full Fence114506443.9%-4.0
Rectangle110535748.2%-3.8
Breakable Full Fence103564754.4%+6.5
Full Fence and Open62293346.8%+0.9

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
Walls69648.0%49.7%-1.7
No walls42952.7%50.9%+1.8

Walls against open: -3.5 points (95% range -10.0 to +2.9), p 0.285 — 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

CrossGorgonzola (Rank 43)2026/10/15125741.7%
ハマラウ (Rank 42)2026/10/141871138.9%
『ρε』.α (Rank 41)2026/10/14125741.7%
たつや (Rank 40)2026/10/131851327.8%
jinmenusagi (Rank 43)2026/10/1324111345.8%
デネ (Rank 41)2026/10/1221101147.6%
あむざん (Rank 41)2026/10/121710758.8%
Grandpa__Jean (Rank 40)2026/10/112213959.1%
マサオ(AO) (Rank 38)2026/10/0825131252.0%
lost-growth6050 (Rank 43)2026/10/082013765.0%
banjar (Rank 39)2026/10/08115645.5%
デビブル (Rank 42)2026/09/132241818.2%
じゃんぬ (Rank 43)2026/09/1321101147.6%
moto__666 (Rank 39)2026/09/132415962.5%
stepan_BVFA (Rank 38)2026/09/131811761.1%
a.k.aとりてん (Rank 38)2026/09/13138561.5%
ジークリオン (Rank 36)2026/08/031310376.9%
jefrikko (Rank 38)2026/07/26128466.7%
hanabilei (Rank 39)2026/06/3024121250.0%
いえす (Rank 40)2026/06/301531220.0%
lesser-pram7 (Rank 38)2026/05/251410471.4%
Tokkovanessa_VF (Rank 42)2026/05/211412285.7%
ザ・サーペンターズ (Rank 37)2026/05/21112918.2%
なめ (Rank 35)2026/04/172112957.1%
らび (Rank 37)2026/04/17136746.1%

Round openings

Goh

Career
3,663–3,599 · 50.4%
This season
1,241 matches · 49.8%
Peak rank
42

First hit in 50.0% of 4,001 rounds. Won 52.7% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 27.5% of rounds, against 18.6% in their other rounds.
  • Against Sarah: backs off first in 62.0% of rounds, against 44.7% against everyone else.
  • After opening the round before by backing off: backs off first in 48.1% of rounds, against 37.7% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 26.0% of rounds, against 21.2% after anything else.
  • After losing a round: backs off first in 45.6% of rounds, against 40.0% after winning one.
  • When the score is level: backs off first in 45.1% of rounds, against 43.7% when ahead or behind.
  • In round 1: opens with “backdash into 4P+K Karura” in 13.6% of rounds, against 8.1% in their other rounds.
  • Against Pai: opens with “backdash into 4P+K Karura” in 19.9% of rounds, against 8.8% against everyone else.
  • On Rectangle stages: opens with “backdash into 4P+K Karura” in 14.2% of rounds, against 8.9% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 16.3% of rounds, against 9.2% after anything else.
  • After the opponent opened the round before with “backdash into evade down”: opens with “backdash into 4P+K Karura” in 19.8% of rounds, against 7.8% after anything else.
  • After winning a round: opens with “4P+K Karura” in 14.9% of rounds, against 9.5% after losing one.
  • When behind: opens with “backdash into evade up” in 13.9% of rounds, against 7.7% when ahead or level.

How is this tested?

Karura4P+K50812.6%
backdash into evade up3969.8%
backdash into Karura4P+K3819.5%
forward dash into throwP+G3187.9%
backdash into throwP+G2025.0%
backdash into evade down1553.9%
backdash into throw escape1423.5%
Hiji'ate6P1393.5%
backdash into guardG1182.9%
forward movement into punchP1182.9%
Sune'uchi2P1122.8%
crouch dash forward into Tsukikage6K822.0%
forward dash into Kurogane Kudaki66P681.7%
backdash into Soukyu46P511.3%
throwP+G451.1%

193 further openings account for the other 1,193 rounds.

Counted from 984 of the 1,241 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage41–29 · 59%20–28 · 42%+12.6
Lau21–33 · 39%15–15 · 50%-4.0
Akira23–16 · 59%13–12 · 52%too few to test
Jacky15–28 · 35%7–10 · 41%too few to test
Lei Fei13–20 · 39%13–10 · 57%too few to test
Wolf10–24 · 29%4–14 · 22%too few to test
Pai14–18 · 44%10–6 · 62%too few to test
Lion21–14 · 60%12–4 · 75%too few to test
Shun21–13 · 62%8–7 · 53%too few to test
Jean13–12 · 52%12–6 · 67%too few to test
Brad8–13 · 38%9–5 · 64%too few to test
Sarah17–11 · 61%6–7 · 46%too few to test
Vanessa8–2 · 80%16–10 · 62%too few to test
Jeffry11–13 · 46%5–5 · 50%too few to test
Aoi7–12 · 37%8–7 · 53%too few to test
Goh8–4 · 67%6–1 · 86%too few to test
Eileen9–9 · 50%2–6 · 25%too few to test
Taka3–13 · 19%1–1 · 50%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.

257 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?

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 (18 here; about 0.9 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: 13 of 18 tests hold up