VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

Blaccat.M

Career matches6,730
Career win rate24.9%
Round win rate36.5%
Peak rank22
Distinct opponents179
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1217 #3,390 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

Goh223,8408722,96822.7%
El Blaze—2,8908062,08427.9%

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

588 of 892 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.0361588

By opponent's character

Akira5.432348
Goh6.338075
Jacky5.733953
Wolf6.538743
Aoi5.331618
Kage6.035930
Lion5.734436
Pai5.834735
Brad6.740342
Sarah5.834734
Vanessa7.142530
Shun6.036334
Jeffry6.539130
Eileen5.533317
Dural6.036118
Jean5.33179
Lau5.734112
Lei Fei4.929412
Taka7.64539
El Blaze3.92363

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

Akira26101638.5%+14.4
Goh2662023.1%-7.7
Jacky2381534.8%+6.2
Wolf2041620.0%-8.0
Aoi1621412.5%-17.2
Kage1441028.6%-0.2
Lion145935.7%+11.4
Pai134930.8%+1.5
Brad113827.3%+7.3
Sarah114736.4%+5.7
Vanessa112918.2%-3.6
Shun91811.1%-11.9
Jeffry81712.5%-10.5
Eileen63350.0%+20.4
Dural5050.0%-24.8
Jean5050.0%-25.9
Lau42250.0%+17.2
Lei Fei41325.0%-12.2
Taka32166.7%+34.9
El Blaze21150.0%+21.1

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

Rectangle3072323.3%-0.6
Half Fence2662023.1%-3.9
Open2681830.8%+2.3
Breakable Half Fence2332013.0%-11.8
Breakable Full Fence2281436.4%+5.9
Full Fence2241818.2%-10.0
Low Fence2281436.4%+6.5
Octagon2181338.1%+11.0
Single Wall1651131.2%+4.7
Full Fence and Open113827.3%-1.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14425.0%26.5%-1.5
No walls6432.8%28.9%+3.9

Walls against open: -5.5 points (95% range -19.4 to +8.4), p 0.441 — 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

たかティン (Rank 21)2026/06/22220100.0%
horahukin-DRZ (Rank 27)2026/06/202020.0%
xXsoul-childXx (Rank 23)2026/06/202020.0%
[Garnet]agingcurvedAjeossi (Rank 24)2026/06/1842250.0%
格雷希欧 (Rank 23)2026/06/182020.0%
jiruju_sara (Rank 23)2026/05/303030.0%
zebra_aria (Rank 23)2026/05/3021150.0%
kanreki-jijii (Rank 23)2026/05/30220100.0%
hide-on1966 (Rank 23)2026/05/3051420.0%
kouchant0051 (Rank 23)2026/05/3021150.0%
ArZmkQL96G (Rank 22)2026/05/3041325.0%
nagare004 (Rank 22)2026/05/302020.0%
nihikibito (Rank 22)2026/05/3031233.3%
ガルポ大統領vtuber (Rank 24)2026/05/3021150.0%
衣装で勝負する人 (Rank 24)2026/05/25220100.0%
AZ-3rd (Rank 26)2026/05/252020.0%
Shako_P (Rank 23)2026/05/2521150.0%
Tokkovanessa_VF (Rank 42)2026/05/234040.0%
ぽん (Rank 22)2026/05/18220100.0%
Koutei (Rank 29)2026/05/182020.0%
NEKOz (Rank 24)2026/05/1721150.0%
tst634tst (Rank 24)2026/05/1721150.0%
まるる (Rank 24)2026/05/1732166.7%
kuni_sato (Rank 24)2026/05/1521150.0%
dream77777 (Rank 23)2026/04/152020.0%

Round openings

Goh

Career
872–2,968 · 22.7%
This season
231 matches · 27.3%
Peak rank
22

First hit in 57.3% of 880 rounds. Won 40.3% of the rounds they struck first, 31.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 72.3% of rounds, against 32.6% in their other rounds.
  • Against Vanessa: moves in first in 31.7% of rounds, against 6.9% against everyone else.
  • After opening the round before by backing off: waits first in 59.9% of rounds, against 28.4% after anything else.
  • In round 1: opens with “backdash into 4P+K Karura” in 45.5% of rounds, against 17.4% in their other rounds.
  • Against Goh: opens with “crouch into 3K+G Ni'oudaoshi” in 17.5% of rounds, against 8.1% against everyone else.
  • After opening the round before with “crouch into 3PP Denkou”: opens with “backdash into 4P+K Karura” in 38.1% of rounds, against 11.2% after anything else.
  • After landing the first hit of the round before: opens with “backdash into 4P+K Karura” in 22.6% of rounds, against 9.6% after being hit first.

How is this tested?

backdash into Karura4P+K22124.6%
crouch into Denkou3PP20222.5%
backdash839.2%
crouch into Ni'oudaoshi3K+G829.1%
evade up323.6%
forward dash into Hiji'ate6P323.6%
Raikou3P into Denkou3PP273.0%
backdash into backward movement252.8%
backdash into AgitosogiP+K212.3%
forward dash into throwP+G171.9%
forward dash into Kurogane Kudaki66P161.8%
Kurogane Kudaki66P131.4%
guardG131.4%
backward movement91.0%
no input80.9%

52 further openings account for the other 96 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–10 · 38%3–3 · 50%too few to test
Goh5–12 · 29%1–3 · 25%too few to test
Jacky2–12 · 14%4–3 · 57%too few to test
Wolf2–10 · 17%2–3 · 40%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?

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: 7 of 15 tests hold up