VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

NaughtNaught

Career matches6,878
Career win rate52.2%
Round win rate50.1%
Peak rank34
Distinct opponents109
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1714 #735 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

Goh346,8783,5883,29052.2%

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

4,341 of 6,547 rounds counted

8.3 inputs a second (496 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.34964,341

By opponent's character

Akira8.3497914
Sarah8.2493421
Jeffry8.3496398
Lau8.3501255
Pai8.1487311
Jean8.1488299
Shun8.1488336
Lion8.6515337
Jacky8.3495184
Goh8.2492250
Aoi8.3500177
Kage8.249148
Wolf8.4502133
Brad8.450786
Lei Fei8.450635
Vanessa8.350128
Eileen8.349964
El Blaze8.249447
Dural8.048010
Taka7.34398

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

Akira34518915654.8%+9.1
Sarah144776753.5%-1.2
Jeffry141677447.5%-4.0
Lau134736154.5%-3.2
Pai114734164.0%+2.1
Jean107485944.9%-3.6
Shun101485347.5%+3.4
Lion96415542.7%+1.3
Jacky91395242.9%-8.4
Goh74443059.5%+2.2
Aoi67323547.8%-6.4
Kage63273642.9%-6.3
Wolf38191950.0%+7.8
Brad33122136.4%-9.5
Lei Fei28151353.6%+7.9
Vanessa24121250.0%-3.5
Eileen2291340.9%-19.1
El Blaze2281436.4%-2.1
Dural42250.0%-19.7
Taka32166.7%+30.3

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Full Fence181919050.3%-1.1
Open174987656.3%+3.9
Rectangle170789245.9%-4.1
Single Wall169927754.4%+6.0
Breakable Full Fence168878151.8%+1.7
Breakable Half Fence167917654.5%+2.1
Octagon156797750.6%+1.1
Half Fence155827352.9%-0.7
Low Fence152658742.8%-6.3
Full Fence and Open87464152.9%+4.8

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
Walls99751.0%51.1%-0.2
No walls49551.5%50.2%+1.3

Walls against open: -1.5 points (95% range -7.2 to +4.2), p 0.603 — 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

Citywolf (Rank 33)2026/10/1637221559.5%
TommyVF (Rank 27)2026/10/1634171750.0%
Smashquatch (Rank 32)2026/10/15149886159.1%
Drawn_ (Rank 29)2026/10/152718966.7%
CoolerTails (Rank 37)2026/10/1335211460.0%
brogasaurusrex (Rank 29)2026/10/12172888451.2%
Dreamcast (Rank 29)2026/10/0246262056.5%
SDrakeo (Rank 30)2026/09/3031191261.3%
kila_kam (Rank 39)2026/09/294163514.6%
speedymat (Rank 29)2026/09/2946361078.3%
Ame33 (Rank 26)2026/09/292216672.7%
b4i4radoslav|xliiv (Rank 31)2026/09/2427121544.4%
RustyTachikoma[EU] (Rank 24)2026/09/152718966.7%
Lorcan (Rank 33)2026/09/1437122532.4%
Bloodartist (Rank 36)2026/09/1436152141.7%
MarlyJay (Rank 40)2026/09/143282425.0%
Ac (Rank 36)2026/09/1437172046.0%
Lasdow (Rank 26)2026/09/1027161159.3%
Rodryu (Rank 33)2026/09/0969284140.6%
Denki04 (Rank 36)2026/09/0935122334.3%
HappyHAPPYJoyJOY (Rank 38)2026/09/094083220.0%
t0H0 (Rank 29)2026/06/0740281270.0%
Shenmueestamour (Rank 29)2026/05/3122121054.5%
Dr.Luckyshot (Rank 28)2026/04/2563372658.7%
Taro_Pietro (Rank 32)2026/04/2226121446.1%

Round openings

Goh

Career
3,588–3,290 · 52.2%
This season
1,651 matches · 50.7%
Peak rank
34

First hit in 51.8% of 6,121 rounds. Won 53.5% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 37.8% of rounds, against 26.5% in their other rounds.
  • Against Jeffry: attacks straight away in 51.9% of rounds, against 38.9% against everyone else.
  • After opening the round before by moving in: moves in first in 32.4% of rounds, against 23.8% after anything else.
  • After the opponent opened the round before by moving in: evades first in 9.2% of rounds, against 6.2% after anything else.
  • After losing a round: moves in first in 34.3% of rounds, against 18.4% after winning one.
  • When behind: moves in first in 34.5% of rounds, against 21.3% when ahead or level.
  • In round 1: opens with “forward dash into evade down” in 6.2% of rounds, against 3.9% in their other rounds.
  • Against Jeffry: opens with “6P Hiji'ate” in 5.4% of rounds, against 2.3% against everyone else.
  • After losing a round: opens with “forward dash into evade down” in 6.1% of rounds, against 1.5% after winning one.
  • When behind: opens with “forward dash into evade down” in 5.6% of rounds, against 2.6% when ahead or level.

How is this tested?

punchP3846.2%
forward dash into evade down2744.5%
forward dash into guardG2093.4%
Hiji'ate6P1562.5%
backdash into Karura4P+K1532.5%
guardG1452.4%
Sune'uchi2P1412.3%
forward dash into Hiji'ate6P1272.1%
Kurogane Kudaki66P1222.0%
punchP into Shouda~KasumigoroshiPK1111.8%
forward dash into Sune'uchi2P981.6%
crouch into Denkou3PP961.6%
forward dash into punchP921.5%
forward dash into Ropputsubushi6P+K911.5%
Ni'oudaoshi3K+G891.4%

389 further openings account for the other 3,875 rounds.

Counted from 1,551 of the 1,651 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
Akira98–90 · 52%61–52 · 54%too few to test
Lau45–43 · 51%24–16 · 60%too few to test
Sarah45–47 · 49%17–16 · 52%too few to test
Jeffry45–42 · 52%13–19 · 41%too few to test
Pai46–19 · 71%23–15 · 61%too few to test
Shun30–20 · 60%13–21 · 38%too few to test
Jacky29–34 · 46%8–11 · 42%too few to test
Lion21–23 · 48%12–15 · 44%too few to test
Jean17–23 · 42%12–15 · 44%too few to test
Goh27–14 · 66%11–11 · 50%too few to test
Aoi14–17 · 45%13–9 · 59%too few to test
Kage17–24 · 41%8–9 · 47%too few to test
Brad10–21 · 32%2–0 · 100%too few to test
Wolf3–10 · 23%10–6 · 62%too few to test
Lei Fei9–7 · 56%0–5 · 0%too few to test
Vanessa7–9 · 44%4–1 · 80%too few to test
Eileen4–8 · 33%5–4 · 56%too few to test
El Blaze4–7 · 36%3–5 · 38%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.

100 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