VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

RagingMARS

  • Jean
Career matches1,522
Career win rate58.9%
Round win rate56.8%
Peak rank42
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1913 #117 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

Goh421,50788662158.8%
Jean261510566.7%

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

1,792 of 2,012 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.53881,792

By opponent's character

Lion6.5389339
Akira6.4384231
Shun6.2372213
Jean6.4383231
Sarah6.5392168
El Blaze6.539267
Wolf6.8407125
Pai6.639559
Jacky6.539270
Kage6.438664
Aoi6.841037
Lei Fei6.438453
Dural6.740147
Jeffry6.840542
Goh6.337617
Eileen6.63989
Lau7.24327
Taka5.83476
Vanessa5.83497

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

Lion83394447.0%-6.7
Akira72442861.1%-4.8
Shun66333350.0%+9.2
Jean63402363.5%+5.0
Sarah41281368.3%+6.7
El Blaze33151845.5%+7.0
Wolf31181358.1%-0.3
Pai2219386.4%-0.5
Jacky1817194.4%+19.1
Kage1611568.8%-13.9
Aoi149564.3%-8.1
Lei Fei138561.5%-1.2
Dural124833.3%-27.5
Jeffry1110190.9%+6.3
Goh42250.0%-36.9
Eileen330100.0%+8.1
Lau220100.0%+6.1
Taka220100.0%+2.1
Vanessa2020.0%-62.0
Brad110100.0%+3.6

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.

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 Fence59302950.9%-11.4
Octagon57352261.4%+4.9
Single Wall55371867.3%+5.0
Low Fence54312357.4%-9.7
Breakable Half Fence50282256.0%-8.9
Half Fence47341372.3%+18.4
Open45242153.3%-9.5
Rectangle45242153.3%-0.5
Breakable Full Fence37261170.3%+9.4
Full Fence and Open30161453.3%-2.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls29560.0%58.9%+1.1
No walls15459.7%63.7%-3.9

Walls against open: +5.1 points (95% range -4.5 to +14.7), p 0.300 — 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

Rodryu (Rank 36)2026/09/24108280.0%
jubbjubb767Europe (Rank 39)2026/09/2476413554.0%
Kingheim (Rank 43)2026/09/2494445046.8%
kila_kam (Rank 39)2026/09/1735211460.0%
Denki04 (Rank 37)2026/09/1742250.0%
KPDudgafan (Rank 33)2026/09/17107370.0%
NeoSlayer92 (Rank 43)2026/09/172041620.0%
nadol90 (Rank 35)2026/09/1598188.9%
b4i4radoslav|xliiv (Rank 42)2026/09/1533151845.5%
luckystrike (Rank 30)2026/09/141310376.9%
RustyTachikoma[EU] (Rank 24)2026/09/06440100.0%
Naomasa-Li (Rank 16)2026/09/06330100.0%
Espiro (Rank 36)2026/08/2363350.0%
Dadino67italy (Rank 36)2026/08/1955342161.8%
brogasaurusrex (Rank 33)2026/08/19440100.0%
CoolerTails (Rank 36)2026/08/19138561.5%
MunchingToenails (Rank 22)2026/08/18440100.0%
Saago_65 (Rank 32)2026/08/18880100.0%
Brolly727 (Rank 32)2026/08/05550100.0%
[MegaPint]AkiruDiCapriu (Rank 38)2026/08/0332166.7%
Rayne (Rank 42)2026/06/291761135.3%
Nemris[ETD] (Rank 34)2026/06/2953260.0%
Smashquatch (Rank 28)2026/05/1695455.6%
Taro_Pietro (Rank 27)2026/05/1676185.7%
optimusuk (Rank 37)2026/05/1552340.0%

Round openings

Every character

backdash into evade down29314.6%
forward movement into Shouda~KasumigoroshiPK29114.5%
forward movement into punchP1829.0%
backdash into Karura4P+K1497.4%
forward movement into Kasumigoroshi~ShikigamiPKP894.4%
backdash into Sune Kudaki43P512.5%
forward dash into evade down492.4%
forward movement into Tsurane ShoudaPP412.0%
evade down into forward dash351.7%
Sune Kudaki43P331.6%
forward dash into Jibishou3P+K291.4%
forward dash into Sune Kudaki43P291.4%
evade up into forward dash261.3%
evade down into crouch dash forward241.2%
forward dash into throwP+G231.1%

183 further openings account for the other 669 rounds.

Goh

Career
886–621 · 58.8%
This season
493 matches · 59.6%
Peak rank
42

First hit in 53.9% of 1,933 rounds. Won 61.4% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 45.8% of rounds, against 33.7% in their other rounds.
  • Against Shun: evades first in 22.7% of rounds, against 5.6% against everyone else.
  • After opening the round before by evading: evades first in 31.7% of rounds, against 6.7% after anything else.
  • In round 4 or later: opens with “backdash into evade down” in 22.6% of rounds, against 12.4% in their other rounds.
  • Against Akira: opens with “backdash into evade down” in 26.1% of rounds, against 13.3% against everyone else.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 14.8% of rounds, against 6.6% after anything else.
  • After losing a round: opens with “backdash into evade down” in 22.0% of rounds, against 14.4% after winning one.
  • When ahead: opens with “backdash into 4P+K Karura” in 10.0% of rounds, against 7.4% when level or behind.

How is this tested?

forward movement into Shouda~KasumigoroshiPK29115.0%
backdash into evade down29014.9%
forward movement into punchP1688.6%
backdash into Karura4P+K1497.7%
forward movement into Kasumigoroshi~ShikigamiPKP894.6%
backdash into Sune Kudaki43P512.6%
forward dash into evade down482.5%
forward movement into Tsurane ShoudaPP412.1%
evade down into forward dash341.8%
Sune Kudaki43P331.7%
forward dash into Jibishou3P+K291.5%
forward dash into Sune Kudaki43P291.5%
evade up into forward dash261.3%
evade down into crouch dash forward231.2%
forward dash into throwP+G231.2%

161 further openings account for the other 620 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion17–26 · 40%15–15 · 50%too few to test
Shun21–23 · 48%7–5 · 58%too few to test
Akira15–19 · 44%18–3 · 86%too few to test
Jean19–10 · 66%8–8 · 50%too few to test
Sarah17–5 · 77%6–4 · 60%too few to test
El Blaze15–15 · 50%0–3 · 0%too few to test
Wolf11–5 · 69%6–6 · 50%too few to test
Pai11–2 · 85%8–1 · 89%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?

Jean

Career
10–5 · 66.7%
This season
16 matches · 68.8%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1420.3%
backdash into Kousenshu4KP710.1%
forward movement into Kyoshin KourikenPKP710.1%
forward movement into Maeken~Joudan MawashigeriPK710.1%
backdash into Oihiji4P+K45.8%
Yoko'enpi6P34.3%
backdash into evade down34.3%
no input34.3%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP22.9%
forward movement into KagizukiPPP22.9%
Hizageri4K into Kousenshu4KP11.4%
Yoko'enpi6P into backdash11.4%
Yoko'enpi~Uchishutou6PP into Gaisen Koushugeki6PPK11.4%
backdash into Chudan~Joudan Mawashigeri3KK11.4%
backdash into Doumawashi Kaitengeri46K+G11.4%

12 further openings account for the other 12 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 (16 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: 8 of 16 tests hold up
  • Jean: not tested (too few rounds)