VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

kansimamoto

Career matches10,619
Career win rate49.4%
Round win rate49.4%
Peak rank37
Distinct opponents334
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1757 #532 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

Goh3710,6195,2455,37449.4%

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

5,632 of 6,719 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.75205,632

By opponent's character

Akira9.0540697
Jacky8.6518515
Jeffry8.5513412
Kage8.4507331
Lion8.8526394
Sarah8.4501417
Jean8.6518330
Goh8.7520308
Wolf8.6517286
Brad8.7520261
Lau8.8527281
Pai8.8528319
Aoi8.7522276
Vanessa8.7523219
Lei Fei8.7523151
El Blaze8.4505131
Shun8.9532163
Eileen8.249367
Taka7.243352
Dural8.550922

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

Akira21410710750.0%-2.5
Jacky149856457.0%+4.5
Jeffry127596846.5%-3.1
Kage111605154.0%+6.5
Lion111516046.0%+0.3
Sarah107575053.3%+1.9
Jean99504950.5%+2.4
Goh92533957.6%+10.1
Wolf86285832.6%-18.3
Brad84374744.0%-3.2
Lau82394347.6%+3.4
Pai80354543.8%-9.1
Aoi73373650.7%+2.3
Vanessa60322853.3%+6.2
Lei Fei48252352.1%+1.7
El Blaze44242054.5%+5.1
Shun44182640.9%-8.4
Eileen167943.8%-10.1
Taka1510566.7%+20.2
Dural61516.7%-35.5

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Wall186959151.1%+3.4
Low Fence180918950.6%+1.2
Open168719742.3%-8.6
Full Fence167986958.7%+8.6
Rectangle162808249.4%-2.7
Octagon160798149.4%+1.6
Breakable Full Fence156698744.2%-6.2
Breakable Half Fence155767949.0%-0.4
Half Fence153708345.8%-2.1
Full Fence and Open92524056.5%+7.1

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
Walls95349.5%49.6%-0.1
No walls53448.1%49.2%-1.0

Walls against open: +0.9 points (95% range -4.8 to +6.7), p 0.753 — 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

お~ちゃん (Rank 36)2026/10/142418675.0%
ヘニオ (Rank 35)2026/10/1437241364.9%
RUSH (Rank 38)2026/10/14138561.5%
ピーエス (Rank 39)2026/10/12156940.0%
gear8570 (Rank 39)2026/10/12146842.9%
ぶーん (Rank 35)2026/10/121812666.7%
究極無敵 (Rank 38)2026/09/301331023.1%
ジークリオン (Rank 35)2026/09/291711664.7%
たたみん♪ (Rank 37)2026/09/27149564.3%
lapislazuli (Rank 35)2026/09/271971236.8%
ぷこ (Rank 36)2026/09/24178947.1%
フェイス (Rank 36)2026/09/241613381.2%
NORESPECT (Rank 36)2026/09/1726101638.5%
jijitax4 (Rank 38)2026/08/282381534.8%
D A I (Rank 34)2026/08/281510566.7%
MaBoy (Rank 35)2026/08/251851327.8%
どろパイ (Rank 38)2026/08/24136746.1%
クレウル (Rank 33)2026/08/22156940.0%
RuOK? (Rank 33)2026/07/311971236.8%
イイクルーン (Rank 37)2026/07/291811761.1%
じゃんぬ兄(公認) (Rank 36)2026/07/14178947.1%
이임생십장생아. (Rank 38)2026/06/28137653.9%
montanmo (Rank 36)2026/06/162011955.0%
みんみんさん (Rank 35)2026/06/10178947.1%
けいすけ新宿 (Rank 32)2026/05/21148657.1%

Round openings

Goh

Career
5,245–5,374 · 49.4%
This season
1,648 matches · 49.5%
Peak rank
37

First hit in 52.8% of 6,481 rounds. Won 51.4% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 30.5% of rounds, against 22.2% in their other rounds.
  • Against Lion: waits first in 19.0% of rounds, against 7.5% against everyone else.
  • On Rectangle stages: evades first in 3.0% of rounds, against 1.2% on the other stages.
  • After opening the round before by backing off: backs off first in 42.7% of rounds, against 24.0% after anything else.
  • In round 1: opens with “P punch” in 27.2% of rounds, against 5.6% in their other rounds.
  • Against El Blaze: opens with “4P+K Karura” in 17.6% of rounds, against 4.1% against everyone else.
  • On Single Wall stages: opens with “6P Hiji'ate” in 19.9% of rounds, against 14.1% on the other stages.
  • After opening the round before with “6P Hiji'ate”: opens with “6P Hiji'ate” in 35.7% of rounds, against 15.6% after anything else.
  • After winning a round: opens with “6P Hiji'ate” in 21.5% of rounds, against 15.7% after losing one.
  • When ahead: opens with “6P Hiji'ate” in 23.2% of rounds, against 17.2% when level or behind.

How is this tested?

Hiji'ate6P96214.7%
backdash into Karura4P+K82812.7%
punchP71410.9%
Karura4P+K2944.5%
throw escape2824.3%
punchP into kickK2804.3%
punchP into AgitosogiP+K2614.0%
backdash into Raijinsatsu6K+G2553.9%
punchP into Tsurane ShoudaPP2463.8%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G2263.5%
Raijinsatsu6K+G1933.0%
guardG into throw escape1442.2%
crouch into Maegeri3K1141.7%
backdash into Ni'oudaoshi3K+G1121.7%
backdash into backward movement1011.5%

140 further openings account for the other 1,531 rounds.

Counted from 1,599 of the 1,648 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
Akira51–52 · 50%46–41 · 53%-4.9
Jacky55–34 · 62%18–19 · 49%+11.8
Jeffry31–45 · 41%12–18 · 40%+1.1
Kage31–29 · 52%19–17 · 53%-1.3
Lion25–31 · 45%20–24 · 45%+2.5
Sarah30–29 · 51%18–12 · 60%-11.7
Jean32–23 · 58%11–17 · 39%too few to test
Goh29–25 · 54%16–13 · 55%too few to test
Brad22–26 · 46%9–17 · 35%too few to test
Wolf17–29 · 37%9–22 · 29%+8.9
Lau20–25 · 44%12–15 · 44%too few to test
Pai21–32 · 40%12–9 · 57%too few to test
Aoi24–21 · 53%8–5 · 62%too few to test
Vanessa19–20 · 49%11–8 · 58%too few to test
Lei Fei13–13 · 50%10–9 · 53%too few to test
El Blaze16–13 · 55%6–4 · 60%too few to test
Shun7–13 · 35%7–10 · 41%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.

49 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 (17 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: 10 of 17 tests hold up