VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

orionpax

Career matches829
Career win rate61.4%
Round win rate50.6%
Peak rank32
Distinct opponents33
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1647 #1,064 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

Goh3282950932061.4%

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

257 of 482 rounds counted

5.2 inputs a second (315 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.2315257

By opponent's character

Akira5.029913
Brad5.532716
Jacky5.533343
Lei Fei5.231440
Kage4.929410
Lion5.231533
Shun5.03027
Aoi5.231028
El Blaze5.030216
Pai5.130814
Eileen5.73396
Goh6.03597
Jeffry4.72836
Sarah5.63348
Taka4.82867
Dural4.82903

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

Akira27171063.0%+16.1
Brad158753.3%+1.0
Jacky115645.5%-0.8
Lei Fei116554.5%-5.2
Kage104640.0%-20.1
Lion84450.0%-2.8
Shun72528.6%-8.7
Aoi62433.3%-2.0
El Blaze54180.0%+48.6
Pai53260.0%+16.5
Vanessa330100.0%+14.5
Eileen220100.0%+9.8
Goh220100.0%+4.0
Jeffry2020.0%-14.7
Lau2020.0%-65.5
Sarah2020.0%-37.4
Taka2020.0%-72.7
Dural1010.0%-25.4

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

Rectangle2011955.0%+3.8
Half Fence138561.5%+9.6
Single Wall137653.9%+13.1
Breakable Half Fence126650.0%+3.5
Full Fence123925.0%-17.9
Octagon114736.4%-11.4
Low Fence91811.1%-45.5
Breakable Full Fence83537.5%-13.2
Full Fence and Open75271.4%+11.8
Open550100.0%+50.4

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
Walls7646.1%48.6%-2.5
No walls2748.1%47.6%+0.5

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

Jiikae (Rank 34)2026/10/102020.0%
Monroe (Rank 34)2026/10/1032166.7%
JackoRCB (Rank 42)2026/10/102020.0%
Setsuna_X (Rank 40)2026/09/1121150.0%
seedash (Rank 35)2026/09/0642250.0%
HappyFriendLau (Rank 33)2026/09/0563350.0%
THEWEIAND (Rank 26)2026/09/042020.0%
Kungfuhustle99 (Rank 30)2026/09/0295455.6%
Da-Goat-Pawn (Rank 31)2026/08/3141325.0%
Svengeance999 (Rank 34)2026/08/3132166.7%
avery (Rank 35)2026/08/302020.0%
PhiL_Left88 (Rank 24)2026/08/30220100.0%
francischarb (Rank 2)2026/06/07220100.0%
WySNeo (Rank 29)2026/06/0742250.0%
llMICll (Rank 32)2026/06/07105550.0%
rich.tapestry (Rank 33)2026/05/312020.0%
JazzAnarchy (Rank 12)2026/05/23220100.0%
JAWattack (Rank 30)2026/05/2332166.7%
PartTimeLoser (Rank 27)2026/04/1921150.0%
Hornzisbadgg (Rank 32)2026/04/19104640.0%
cruzlink (Rank 30)2026/04/191610662.5%
Crashing_Blow2003 (Rank 30)2026/04/1982625.0%
DDT (Rank 21)2026/04/19220100.0%
bugprincess(bpdmaxxing) (Rank 28)2026/04/1985362.5%
BigChoosio (Rank 27)2026/04/192020.0%

Round openings

Goh

Career
509–320 · 61.4%
This season
121 matches · 51.2%
Peak rank
32

First hit in 51.9% of 451 rounds. Won 55.6% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 57.5% of rounds, against 29.1% in their other rounds.
  • After opening the round before by waiting: waits first in 33.3% of rounds, against 13.4% after anything else.

How is this tested?

crouch dash forward into guardG429.3%
guardG into evade down316.8%
backdash into guardG286.2%
punchP286.2%
forward dash into guardG194.2%
crouch dash back into guardG184.0%
backdash into Karura4P+K173.8%
backdash into Sune Kudaki43P173.8%
evade down into guardG163.5%
Raikou3P into Denkou3PP143.1%
backdash into evade up102.2%
backdash into Kokuryusatsu Ni46P+KP81.8%
guardG into punchP81.8%
backdash into throwP+G71.6%
punchP into Shouda~KasumigoroshiPK71.6%

102 further openings account for the other 183 rounds.

Counted from 113 of the 121 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
Akira11–8 · 58%5–1 · 83%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.

8 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 (12 here; about 0.6 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: 2 of 12 tests hold up