VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

KillBill

Career matches12,070
Career win rate50.4%
Round win rate51.5%
Peak rank32
Distinct opponents278
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1517 #1,891 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

Goh3212,0706,0805,99050.4%

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

5,134 of 6,043 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.53935,134

By opponent's character

Jacky6.8406622
Jeffry6.4383559
Akira6.4385471
Wolf6.3376414
Goh6.3380350
Lau6.7402380
Sarah6.7404342
Vanessa6.8409238
Pai7.0421237
El Blaze6.4387263
Kage6.2371214
Shun6.6397196
Brad6.7402203
Jean6.7402167
Aoi6.2370126
Lion6.538988
Taka6.136471
Dural7.142774
Eileen6.438356
Lei Fei6.740163

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

Jacky1961168059.2%+5.8
Jeffry164798548.2%-3.4
Akira138617744.2%-6.0
Wolf117675057.3%+4.3
Goh104495547.1%-1.3
Lau103604358.2%+2.0
Sarah100643664.0%+12.2
Vanessa92395342.4%-8.7
Pai76433356.6%+4.5
El Blaze70304042.9%-6.9
Kage64343053.1%+0.1
Shun54243044.4%-5.2
Brad53203337.7%-6.6
Jean49232646.9%+2.2
Aoi37211656.8%+2.3
Lion30161453.3%+0.8
Taka2481633.3%-22.3
Dural23131056.5%+4.9
Eileen1912763.2%+11.0
Lei Fei1810855.6%+3.4

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 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

Single Wall175819446.3%-4.4
Full Fence169868350.9%-1.7
Breakable Half Fence166818548.8%-2.7
Rectangle159857453.5%+3.1
Low Fence149797053.0%-0.7
Octagon148846456.8%+6.3
Half Fence142717150.0%-1.7
Breakable Full Fence130636748.5%-3.8
Open130666450.8%+0.8
Full Fence and Open78453357.7%+5.2

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
Walls91451.4%51.5%-0.0
No walls45449.8%51.3%-1.5

Walls against open: +1.5 points (95% range -4.8 to +7.8), p 0.648 — 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

jiwoonpk (Rank 33)2026/10/1774274736.5%
∈挙動不審∋ (Rank 34)2026/10/1634142041.2%
NO-NAMENANASI774 (Rank 33)2026/10/161221016.7%
striker0123 (Rank 31)2026/10/1592415144.6%
SAMCHAY® (Rank 30)2026/10/1432122037.5%
ジャキる。 (Rank 33)2026/10/142113861.9%
MELTBUTTER (Rank 32)2026/10/1153341964.2%
忘本朱の父 (Rank 27)2026/10/041610662.5%
ブルマ天国 (Rank 27)2026/10/03169756.2%
$ino (Rank 28)2026/10/021512380.0%
Phrazes_For_The_Young (Rank 34)2026/10/0229131644.8%
Din-Grogu30 (Rank 26)2026/09/27128466.7%
rocketopunch (Rank 32)2026/09/271221016.7%
simusimu500 (Rank 30)2026/09/1726131350.0%
エルモchYT★プなれ★ (Rank 28)2026/09/171611568.8%
jinjin (Rank 32)2026/09/1530131743.3%
たか (Rank 32)2026/09/1469284140.6%
fdjskjfsdls (Rank 29)2026/09/141971236.8%
Momomia (Rank 28)2026/09/143528780.0%
moka (Rank 28)2026/09/111711664.7%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 29)2026/09/1132221068.8%
Iei-Taicho-0624 (Rank 34)2026/09/081831516.7%
ER_higante (Rank 29)2026/08/2728161257.1%
けいすけ新宿 (Rank 33)2026/08/2128111739.3%
JeanKujo (Rank 29)2026/08/20134930.8%

Round openings

Goh

Career
6,080–5,990 · 50.4%
This season
1,531 matches · 51.5%
Peak rank
32

First hit in 50.3% of 5,772 rounds. Won 54.3% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 40.5% of rounds, against 25.8% in their other rounds.
  • Against Akira: evades first in 21.2% of rounds, against 7.1% against everyone else.
  • On Rectangle stages: attacks straight away in 57.9% of rounds, against 49.7% on the other stages.
  • After opening the round before by backing off: backs off first in 31.7% of rounds, against 23.2% after anything else.
  • In round 4 or later: opens with “33P Kirin” in 16.3% of rounds, against 10.0% in their other rounds.
  • Against Shun: opens with “backdash into 4P+K Karura” in 14.9% of rounds, against 5.7% against everyone else.
  • On Rectangle stages: opens with “backdash into 4P+K Karura” in 9.4% of rounds, against 5.5% on the other stages.
  • After opening the round before with “2P Sune'uchi”: opens with “2P Sune'uchi” in 11.2% of rounds, against 6.7% after anything else.
  • After losing a round: opens with “43P Sune Kudaki” in 6.3% of rounds, against 3.9% after winning one.

How is this tested?

Kirin33P67111.6%
Sune'uchi2P3946.8%
backdash into Karura4P+K3496.0%
backward movement into Raikou3P2915.0%
Sune Kudaki43P2714.7%
guardG into Sune'uchi2P2404.1%
backdash into evade down2324.0%
punchP into kickK1652.8%
crouch dash back into evade down1542.6%
Raijinsatsu6K+G1492.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1232.1%
Garyu66K1051.8%
backdash into throwP+G1041.8%
Soukyu46P991.7%
Hiji'ate6P911.6%

265 further openings account for the other 2,373 rounds.

Counted from 1,468 of the 1,531 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
Jacky62–41 · 60%32–26 · 55%+5.2
Jeffry40–52 · 43%31–24 · 56%-13.0
Akira41–41 · 50%12–19 · 39%+7.4
Wolf41–39 · 51%17–6 · 74%too few to test
Goh25–29 · 46%17–18 · 49%-3.4
Sarah36–20 · 64%16–15 · 52%too few to test
Lau37–24 · 61%13–14 · 48%too few to test
Vanessa23–24 · 49%8–23 · 26%too few to test
Pai27–23 · 54%13–7 · 65%too few to test
Kage21–17 · 55%11–10 · 52%too few to test
El Blaze14–20 · 41%9–7 · 56%too few to test
Shun12–16 · 43%6–13 · 32%too few to test
Brad12–19 · 39%6–9 · 40%too few to test
Jean17–18 · 49%5–7 · 42%too few to test
Aoi17–12 · 59%4–3 · 57%too few to test
Lion9–10 · 47%5–3 · 62%too few to test
Dural11–6 · 65%0–3 · 0%too few to test
Taka3–7 · 30%4–2 · 67%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.

63 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: 9 of 18 tests hold up