VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

oblmom

  • Lion
Career matches2,723
Career win rate50.8%
Round win rate47.5%
Peak rank30
Distinct opponents164
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1534 #1,788 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

Goh302,7031,3701,33350.7%
Lion232014670.0%

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

1,568 of 1,683 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.24341,545
Lion6.539023

By opponent's character

Akira7.4443213
Jacky7.6453161
Sarah7.1426171
Jeffry7.2432130
Jean7.0423116
Goh7.343985
Lion7.042386
Pai7.645596
El Blaze7.042075
Wolf7.243577
Shun7.142562
Brad7.444451
Aoi7.243356
Lau7.343833
Lei Fei7.243437
Vanessa6.841034
Eileen6.740032
Kage6.840927
Taka7.444316
Dural7.243310

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

Akira62323051.6%+3.1
Jacky43202346.5%+0.7
Sarah43251858.1%+13.1
Jeffry32141843.8%-2.2
Jean28101835.7%-2.5
Goh23101343.5%-7.8
Lion2291340.9%-3.9
Pai2291340.9%-8.6
El Blaze1971236.8%-9.8
Wolf1881044.4%-4.2
Shun1761135.3%-6.3
Brad1651131.2%-8.0
Aoi148657.1%+2.5
Lau125741.7%-4.2
Lei Fei126650.0%+5.4
Vanessa102820.0%-17.4
Eileen86275.0%+22.5
Kage74357.1%+15.6
Taka43175.0%+21.2
Dural220100.0%+44.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Low Fence62253740.3%-8.8
Breakable Full Fence52302257.7%+7.7
Rectangle43192444.2%+0.3
Breakable Half Fence40172342.5%-1.7
Full Fence40162440.0%-2.6
Single Wall40192147.5%+2.9
Half Fence34171750.0%+5.8
Octagon32141843.8%-3.5
Open28161257.1%+10.2
Full Fence and Open127558.3%+12.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24146.9%45.7%+1.2
No walls13046.2%46.9%-0.7

Walls against open: +1.9 points (95% range -8.5 to +12.3), p 0.724 — 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

elf4sale (Rank 31)2026/09/3051420.0%
カプリッチョ (Rank 26)2026/09/2253260.0%
GreenJacky (Rank 30)2026/09/1742250.0%
BANANA (Rank 29)2026/09/05137653.9%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/09/03124833.3%
うめおに。 (Rank 32)2026/09/0365183.3%
ガリバー (Rank 31)2026/08/2541325.0%
rosenkim (Rank 31)2026/08/2553260.0%
sby (Rank 30)2026/08/2051420.0%
a-week-away (Rank 27)2026/08/1751420.0%
JeanKujo (Rank 31)2026/08/1751420.0%
37 (Rank 27)2026/07/2574357.1%
jiwoonpk (Rank 30)2026/07/25115645.5%
jinjin (Rank 30)2026/07/2551420.0%
Sinabro (Rank 28)2026/07/19137653.9%
え~る (Rank 29)2026/07/1442250.0%
windowkhs (Rank 27)2026/07/0561516.7%
ルビーロマン葵 (Rank 30)2026/06/28104640.0%
a_h_i_k_o (Rank 26)2026/06/2863350.0%
maripon (Rank 29)2026/06/2182625.0%
しろ☆おび。 (Rank 24)2026/06/2064266.7%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/06/1251420.0%
カマキリ拳法なぎくん (Rank 29)2026/06/05114736.4%
sankegod (Rank 26)2026/06/0354180.0%
AnchorMan (Rank 29)2026/04/2253260.0%

Round openings

Every character

crouch dash forward into Ni'oudaoshi3K+G1539.1%
backdash into Karura4P+K1156.8%
backdash into guardG1076.3%
forward movement into punchP955.6%
Soukyu46P714.2%
Kirin33P533.1%
crouch dash forward into Jibishou3P+K462.7%
backward movement into Hiji'ate6P442.6%
crouch into Denkou3PP321.9%
punchP321.9%
crouch dash forward into guardG271.6%
evade up into crouch dash back271.6%
Kurogane Kudaki66P251.5%
evade up into crouch dash forward241.4%
Soukyu46P into forward movement231.4%

218 further openings account for the other 810 rounds.

Goh

Career
1,370–1,333 · 50.7%
This season
409 matches · 46.5%
Peak rank
30

First hit in 49.9% of 1,652 rounds. Won 49.3% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 38.1% of rounds, against 22.6% in their other rounds.
  • Against Sarah: moves in first in 36.1% of rounds, against 25.4% against everyone else.
  • After opening the round before by backing off: attacks straight away in 40.6% of rounds, against 31.3% after anything else.
  • In round 4 or later: opens with “backdash into G guard” in 9.2% of rounds, against 5.2% in their other rounds.
  • After opening the round before with “crouch dash forward into 3K+G Ni'oudaoshi”: opens with “backdash into 4P+K Karura” in 16.4% of rounds, against 7.0% after anything else.

How is this tested?

crouch dash forward into Ni'oudaoshi3K+G1539.2%
backdash into Karura4P+K1156.9%
backdash into guardG1046.3%
forward movement into punchP955.7%
Soukyu46P714.3%
Kirin33P533.2%
crouch dash forward into Jibishou3P+K462.8%
backward movement into Hiji'ate6P442.6%
crouch into Denkou3PP321.9%
punchP311.9%
crouch dash forward into guardG271.6%
evade up into crouch dash back261.6%
Kurogane Kudaki66P251.5%
evade up into crouch dash forward241.4%
Soukyu46P into forward movement231.4%

205 further openings account for the other 792 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–16 · 50%9–11 · 45%too few to test
Jacky14–16 · 47%5–6 · 45%too few to test
Sarah14–9 · 61%8–6 · 57%too few to test
Jeffry10–12 · 45%4–4 · 50%too few to test
Jean5–11 · 31%4–4 · 50%too few to test
Goh6–5 · 55%2–4 · 33%too few to test
Pai5–6 · 45%4–6 · 40%too few to test
Lion7–7 · 50%2–2 · 50%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?

Lion

Career
14–6 · 70.0%
This season
5 matches · 20.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG313.0%
backdash into Shicchi Soutai3K+G28.7%
no input28.7%
Banchu6P into Banchu Renkanshu6PP14.3%
Dantai3K14.3%
Juchou Teishitsu9K into guardG14.3%
Katousui2P into backward movement14.3%
Kouho Hachihonsui44P+K14.3%
Koushu RensuiPP into Rensui SoushuPPP+K14.3%
Shicchi Soutai3K+G14.3%
backdash into Senshou Haiten44P14.3%
backdash into backward movement14.3%
backward movement into forward punch+kick6P+K14.3%
crouch into Katousui2P14.3%
evade up into crouch dash back14.3%

4 further openings account for the other 4 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 (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
  • Lion: not tested (too few rounds)