VirtuAnalytics

Novel Insights Through Data & Analysis

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

Goh

Ko-hi-EM

  • Wolf
Career matches2,827
Career win rate34.2%
Round win rate43.7%
Peak rank23
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1283 #3,177 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

Goh232,5258531,67233.8%
Wolf2330211318937.4%

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

238 of 238 rounds counted

6.0 inputs a second (360 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.0362223
Wolf5.734315

By opponent's character

Akira6.036333
Sarah5.633827
Lion5.935325
Aoi6.337921
Pai6.237118
Brad6.036218
Kage5.834717
Lau6.237416
Taka6.237416
El Blaze5.633510
Jacky6.438610
Jeffry5.63368
Lei Fei5.93568
Vanessa6.74038
Goh5.43253

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

Akira92722.2%-6.0
Sarah73442.9%+0.9
Lion62433.3%-22.0
Aoi51420.0%-26.1
Pai53260.0%+27.9
Brad41325.0%-7.8
Kage43175.0%+36.3
Lau43175.0%+48.0
Taka4040.0%-36.1
El Blaze31233.3%-2.7
Jacky31233.3%+11.8
Jeffry2020.0%-46.9
Lei Fei2020.0%-29.3
Vanessa220100.0%+44.2
Goh110100.0%+37.0

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

Breakable Full Fence1551033.3%-7.2
Rectangle92722.2%-12.0
Breakable Half Fence72528.6%-10.7
Low Fence74357.1%+23.9
Octagon73442.9%+1.8
Half Fence52340.0%-5.9
Full Fence42250.0%+6.6
Open2020.0%-26.0
Single Wall2020.0%-35.2
Full Fence and Open110100.0%+79.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls4734.0%38.9%-4.9
No walls1136.4%33.7%+2.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

ら族 (Rank 22)2026/07/0221150.0%
ねこ吉 (Rank 23)2026/07/0282625.0%
darksylphid (Rank 24)2026/07/02110100.0%
코나미스포츠 (Rank 21)2026/06/29220100.0%
wh-ida2 (Rank 23)2026/06/2921150.0%
PaiDChan (Rank 19)2026/06/27330100.0%
うっど (Rank 23)2026/06/272020.0%
kinoppy0126 (Rank 21)2026/06/2731233.3%
Konjikinoame (Rank 25)2026/06/2732166.7%
shinkita (Rank 23)2026/06/2631233.3%
Rosagigantea (Rank 24)2026/06/262020.0%
auftakt (Rank 24)2026/06/2631233.3%
chimichama (Rank 24)2026/06/26220100.0%
TaKaArAsHi573 (Rank 24)2026/06/2641325.0%
demitassecoffee (Rank 15)2026/06/26110100.0%
dalmax72 (Rank 24)2026/06/262020.0%
委員ちょ@BillieJean (Rank 21)2026/06/162020.0%
negitoro999 (Rank 23)2026/06/112020.0%
地方公務員 (Rank 21)2026/06/111010.0%
osAnKIRA (Rank 24)2026/06/111010.0%
きよきゅん【改】 (Rank 23)2026/06/0921150.0%
ズサ齋藤 (Rank 21)2026/06/091010.0%
Evolution.K (Rank 26)2026/06/091010.0%
t4a (Rank 24)2026/06/06110100.0%
SouzaTheo (Rank 24)2026/06/061010.0%

Round openings

Every character

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G4619.0%
crouch into Ni'oudaoshi3K+G3012.4%
crouch into Maegeri3K166.6%
evade up166.6%
KiribaraiK+G114.5%
evade up into backward movement114.5%
evade up into Soukyu46P93.7%
Karura4P+K62.5%
Maegeri3K into Batousatsu3KP52.1%
crouch into Denkou3PP52.1%
crouch into Sune Kudaki43P52.1%
evade up into Karura4P+K52.1%
guardG52.1%
Garyu66K41.6%
Kyousengeri46K41.6%

49 further openings account for the other 64 rounds.

Goh

Career
853–1,672 · 33.8%
This season
57 matches · 38.6%
Peak rank
23

First hit in 38.7% of 222 rounds. Won 45.4% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G4620.3%
crouch into Ni'oudaoshi3K+G3013.2%
crouch into Maegeri3K167.0%
evade up167.0%
KiribaraiK+G114.8%
evade up into backward movement114.8%
evade up into Soukyu46P94.0%
Karura4P+K62.6%
Maegeri3K into Batousatsu3KP52.2%
crouch into Denkou3PP52.2%
crouch into Sune Kudaki43P52.2%
evade up into Karura4P+K52.2%
guardG52.2%
Garyu66K41.8%
Kyousengeri46K41.8%

38 further openings account for the other 49 rounds.

Wolf

Career
113–189 · 37.4%
This season
4 matches · 25.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Death ScytheK+G213.3%
Low Drop Kick62K213.3%
Screw Hook63214P into Screw Lariat63214PP213.3%
Arrow Knuckle3P16.7%
Arrow Knuckle3P into punchP16.7%
Elbow Butt4P into Jab StraightPP16.7%
backward movement into Gasp Kneel Palm Bomb6P+K16.7%
backward movement into One Two UpperPPP16.7%
crouch into Heavy Middle Kick3K+G16.7%
evade up into Deadly Move Front6P+K+G16.7%
evade up into backdash16.7%
forward movement into Elbow Butt4P16.7%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)