VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

qzmix

  • Akira
Career matches4,321
Career win rate41.8%
Round win rate47.4%
Peak rank25
Distinct opponents386
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1254 #3,284 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

Goh254,0751,7022,37341.8%
Akira2224610614043.1%

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

3,402 of 4,105 rounds counted

7.8 inputs a second (466 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.74643,044
Akira8.1487358

By opponent's character

Akira7.7459567
Jacky8.0482334
Jeffry7.7464246
Aoi7.8466260
Sarah8.0478213
Lion7.7463195
Wolf7.8465202
Pai7.7462204
Goh7.2435144
Kage7.2433151
Lau7.9473121
Shun8.1486142
Brad7.8468157
El Blaze7.846691
Jean7.947476
Lei Fei8.048284
Vanessa8.349677
Taka7.545069
Eileen8.450455
Dural6.941514

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

Akira177898850.3%+7.3
Jacky98425642.9%-1.8
Jeffry78403851.3%+5.5
Aoi72363650.0%+3.6
Sarah69343549.3%-1.3
Lion59253442.4%-6.6
Wolf59164327.1%-12.8
Pai55253045.5%+5.5
Goh52252748.1%+8.9
Kage40192147.5%-3.6
Lau39211853.9%+8.1
Shun39182146.1%-2.6
Brad38162242.1%-9.2
El Blaze2982127.6%-11.5
Jean28101835.7%-6.7
Lei Fei2781929.6%-13.9
Vanessa2213959.1%+10.1
Taka2112957.1%+7.5
Eileen1871138.9%-6.8
Dural61516.7%-38.3

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Single Wall131626947.3%+1.3
Rectangle129567343.4%-1.1
Breakable Full Fence127616648.0%+1.1
Open108535549.1%+1.9
Full Fence96465047.9%+2.2
Octagon95405542.1%-3.0
Breakable Half Fence88345438.6%-7.3
Low Fence85394645.9%+0.3
Half Fence76324442.1%+2.6
Full Fence and Open45202544.4%+0.6

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
Walls61144.0%44.8%-0.8
No walls32447.5%46.4%+1.1

Walls against open: -1.9 points (95% range -9.3 to +5.5), p 0.616 — 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

G.S (Rank 21)2026/10/17149564.3%
K.K.カブキモノ (Rank 23)2026/10/17102820.0%
ちぇびーまるやま (Rank 21)2026/10/0286275.0%
kota_mofumofu (Rank 21)2026/10/0274357.1%
maeK55 (Rank 21)2026/10/022017385.0%
j-kubo55 (Rank 21)2026/10/02990100.0%
chimichama (Rank 21)2026/10/0284450.0%
SpaceKnight (Rank 26)2026/09/2982625.0%
yasai (Rank 23)2026/09/2683537.5%
kanreki-jijii (Rank 21)2026/09/1293633.3%
omuretukun (Rank 24)2026/09/0594544.4%
はれんちぶるどっく (Rank 21)2026/09/0587187.5%
nabezou_v8 (Rank 23)2026/08/2972528.6%
☆瞳氷☆ (Rank 23)2026/07/2594544.4%
SakuRa (Rank 21)2026/07/1793633.3%
mokoha_jean (Rank 21)2026/07/13114736.4%
bobshin9 (Rank 24)2026/07/0875271.4%
エルポー$ (Rank 23)2026/07/06105550.0%
suke072st (Rank 21)2026/07/0372528.6%
burnersan (Rank 23)2026/06/2074357.1%
shinkita (Rank 21)2026/06/1795455.6%
haohwhite (Rank 24)2026/05/23105550.0%
Rayscott (Rank 21)2026/05/2062433.3%
廿撚二 (Rank 22)2026/04/0372528.6%
北斗二指真空把 (Rank 21)2026/03/30660100.0%

Round openings

Every character

backdash into Karura4P+K52312.8%
kickK45011.0%
backdash into kickK2656.5%
guardG1513.7%
crouch into Denkou3PP1443.5%
no input1283.1%
crouch into Kusabigeri2K1182.9%
Hiji'ate6P1062.6%
backdash into Aragami4K902.2%
backdash into Kyousengeri46K822.0%
backdash791.9%
backdash into guardG791.9%
backdash into backward movement631.6%
punchP621.5%
backdash into Soukyu46P561.4%

361 further openings account for the other 1,681 rounds.

Counted from 1,016 of the 1,026 matches played. The rest were not pulled for openings.

Goh

Career
1,702–2,373 · 41.8%
This season
935 matches · 45.2%
Peak rank
25

First hit in 59.6% of 3,666 rounds. Won 51.2% of the rounds they struck first, 42.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 47.4% of rounds, against 39.9% in their other rounds.
  • Against Goh: backs off first in 58.0% of rounds, against 40.9% against everyone else.
  • After opening the round before by attacking: attacks straight away in 40.0% of rounds, against 30.8% after anything else.
  • In round 1: opens with “backdash into K kick” in 10.1% of rounds, against 6.1% in their other rounds.
  • Against Akira: opens with “backdash into 4P+K Karura” in 19.3% of rounds, against 12.9% against everyone else.
  • After opening the round before with “K kick”: opens with “K kick” in 24.0% of rounds, against 10.4% after anything else.

How is this tested?

backdash into Karura4P+K52314.1%
kickK44111.9%
backdash into kickK2647.1%
crouch into Denkou3PP1443.9%
guardG1373.7%
no input1203.2%
crouch into Kusabigeri2K1183.2%
Hiji'ate6P1062.9%
backdash into Aragami4K902.4%
backdash into Kyousengeri46K822.2%
backdash721.9%
backdash into guardG671.8%
backdash into Soukyu46P561.5%
punchP551.5%
backdash into Jibishou3P+K491.3%

286 further openings account for the other 1,392 rounds.

Counted from 925 of the 935 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
Akira44–50 · 47%32–24 · 57%-4.4
Jacky24–24 · 50%11–17 · 39%too few to test
Jeffry18–18 · 50%12–10 · 55%too few to test
Aoi20–25 · 44%11–5 · 69%too few to test
Sarah16–21 · 43%12–10 · 55%too few to test
Wolf9–24 · 27%5–13 · 28%too few to test
Lion12–17 · 41%6–11 · 35%too few to test
Pai14–16 · 47%10–12 · 45%too few to test
Goh14–19 · 42%5–4 · 56%too few to test
Lau13–10 · 57%5–2 · 71%too few to test
Shun8–11 · 42%7–6 · 54%too few to test
Brad7–8 · 47%5–6 · 45%too few to test
Kage10–12 · 45%2–5 · 29%too few to test
El Blaze3–9 · 25%5–9 · 36%too few to test
Jean9–16 · 36%1–0 · 100%too few to test
Lei Fei6–9 · 40%2–8 · 20%too few to test
Vanessa4–4 · 50%6–3 · 67%too few to test
Taka7–8 · 47%4–1 · 80%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.

10 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?

Akira

Career
106–140 · 43.1%
This season
91 matches · 46.1%
Peak rank
22

First hit in 63.0% of 359 rounds. Won 44.2% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P287.8%
SoutoP+K215.8%
punchP into Jouho Touken6P174.7%
backdash into backward movement154.2%
crouch into Sokutai3K143.9%
forward movement into punchP143.9%
guardG143.9%
backdash into guardG123.3%
crouch into down-back kick1K113.0%
backdash into SoutoP+K102.8%
crouch into Ekishou3P102.8%
Jouho Touken6P into punchP92.5%
kickK92.5%
no input82.2%
backdash71.9%

78 further openings account for the other 162 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: 6 of 18 tests hold up
  • Akira: 0 of 13 tests hold up