VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Shenmueestamour

  • Pai
  • Eileen
Career matches6,402
Career win rate44.6%
Round win rate49.9%
Peak rank31
Distinct opponents78
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1586 #1,437 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

Aoi316,2322,8073,42545.0%
Pai21132419131.1%
Jean—272257.4%
Eileen21114736.4%

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

666 of 1,402 rounds counted

5.9 inputs a second (356 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.8350563
Pai6.5390103

By opponent's character

Lion5.8351152
Goh5.834663
Vanessa5.432260
Akira6.036295
Jeffry6.237122
Sarah6.237025
Brad6.639553
Jean6.136742
Pai6.035819
Shun6.036239
Lau6.237415
Aoi5.230910
Dural6.337924
Jacky6.03578
Taka5.432717
El Blaze5.834811
Lei Fei6.13648
Wolf5.63373

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

Lion70313944.3%-6.7
Goh44251956.8%+9.3
Vanessa40172342.5%-9.1
Akira29161355.2%+16.9
Jeffry24131154.2%+0.1
Sarah24121250.0%-5.9
Brad168850.0%-0.9
Jean134930.8%-14.2
Pai137653.9%-5.7
Shun135838.5%-11.9
Lau126650.0%-1.5
Aoi117463.6%+10.2
Kage107370.0%+29.1
Dural93633.3%-2.8
Jacky95455.6%-21.1
Taka97277.8%+16.2
El Blaze550100.0%+35.6
Lei Fei52340.0%-9.8
Wolf42250.0%-0.8

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 Fence51302158.8%+12.4
Half Fence47272057.5%+5.6
Low Fence45232251.1%+1.4
Breakable Half Fence38201852.6%+0.1
Open31191261.3%+7.3
Rectangle31141745.2%-7.3
Single Wall31141745.2%-0.9
Full Fence30151550.0%-3.3
Octagon2891932.1%-17.1
Full Fence and Open134930.8%-25.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22551.1%51.0%+0.2
No walls10752.3%50.1%+2.2

Walls against open: -2.1 points (95% range -12.7 to +8.6), p 0.705 — 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

arikbo1 (Rank 29)2026/08/0549262353.1%
SDrakeo (Rank 27)2026/08/0522101245.5%
JULIAROBERTS (Rank 33)2026/08/0582625.0%
GOMVPGO (Rank 33)2026/08/0593633.3%
Onpwnage (Rank 34)2026/07/31123925.0%
LordBaconTheBoss (Rank 30)2026/07/29107370.0%
Smashquatch (Rank 31)2026/07/2254180.0%
Super_Taco654 (Rank 19)2026/06/1995455.6%
Itesmee (Rank 22)2026/06/1952340.0%
abo_Sami__M (Rank 26)2026/06/1864266.7%
Saago_65 (Rank 30)2026/06/1874357.1%
Kamille★心意把晶 (Rank 45)2026/06/0291811.1%
Kalliros (Rank 27)2026/05/3142250.0%
NaughtNaught (Rank 30)2026/05/3122101245.5%
eisenbuegelhammer (Rank 33)2026/05/0963350.0%
Mo_superb (Rank 23)2026/05/0951420.0%
Shima (Rank 25)2026/04/16660100.0%
BLN_Snake (Rank 21)2026/04/1463350.0%
CoolerTails (Rank 26)2026/04/1363350.0%
Taro_Pietro (Rank 32)2026/04/04113827.3%
Espiro (Rank 34)2026/03/284040.0%
Kreuz (Rank 32)2026/03/2882625.0%
dragon-reborn (Rank 29)2026/03/2873442.9%
Dadino67italy (Rank 31)2026/03/2864266.7%
=Jaytecx= (Rank 28)2026/03/2853260.0%

Round openings

Every character

Tenchi In'youP+K+G22315.8%
Shinchuzuki (Deflect)236P+K1077.6%
Kamageri4K594.2%
backdash into guardG584.1%
guardG543.8%
backdash into backward movement483.4%
Jousei Ryusenshou214P+K412.9%
Sodeshinken33P+K352.5%
evade up342.4%
Ogamigeri4K+G322.3%
up-forward kick9K271.9%
crouch dash forward into throwP+G251.8%
Ouda6P+K181.3%
Kasane'ate46P161.1%
Kusanagi2K+G into down punch+kick+guard2P+K+G141.0%

247 further openings account for the other 622 rounds.

Aoi

Career
2,807–3,425 · 45.0%
This season
322 matches · 51.9%
Peak rank
31

First hit in 45.4% of 1,241 rounds. Won 54.0% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 7.8% of rounds, against 2.9% in their other rounds.
  • Against Vanessa: waits first in 18.1% of rounds, against 9.3% against everyone else.
  • On Open stages: attacks straight away in 80.9% of rounds, against 65.1% on the other stages.
  • After opening the round before by waiting: waits first in 19.2% of rounds, against 8.3% after anything else.
  • In round 2: opens with “236P+K Shinchuzuki (Deflect)” in 12.5% of rounds, against 7.1% in their other rounds.
  • On Full Fence and Open stages: opens with “4K Kamageri” in 17.5% of rounds, against 4.3% on the other stages.
  • After landing the first hit of the round before: opens with “P+K+G Tenchi In'you” in 22.1% of rounds, against 18.0% after being hit first.

How is this tested?

Tenchi In'youP+K+G22317.6%
Shinchuzuki (Deflect)236P+K1078.5%
Kamageri4K594.7%
backdash into guardG564.4%
guardG534.2%
backdash into backward movement473.7%
Jousei Ryusenshou214P+K413.2%
Sodeshinken33P+K352.8%
Ogamigeri4K+G322.5%
evade up312.5%
up-forward kick9K272.1%
crouch dash forward into throwP+G231.8%
Ouda6P+K181.4%
Kasane'ate46P161.3%
Kusanagi2K+G into down punch+kick+guard2P+K+G141.1%

177 further openings account for the other 482 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion21–24 · 47%8–8 · 50%too few to test
Goh13–7 · 65%9–8 · 53%too few to test
Vanessa9–17 · 35%5–2 · 71%too few to test
Akira10–8 · 56%6–4 · 60%too few to test
Sarah8–7 · 53%4–3 · 57%too few to test
Jeffry6–5 · 55%2–4 · 33%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?

Pai

Career
41–91 · 31.1%
This season
26 matches · 38.5%
Peak rank
21

First hit in 48.5% of 103 rounds. Won 48.0% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Meishouho4P+K+G98.7%
Ryoushou6P+K76.8%
Ensei Haijinkyaku7K+G65.8%
Rikensui1P54.8%
Haitenkyaku7K43.9%
Ensei SenpukyakuK+G32.9%
Sensaitai2K into Renka Sentai2KK32.9%
crouch into down-back punch+kick1P+K32.9%
evade up32.9%
kickK into Renka Sentai2KK32.9%
Enbu Renkyaku6K+G21.9%
Senchuken6P21.9%
Soukasui3P into Ensei Haikyaku4K21.9%
crouch dash forward into throwP+G21.9%
crouch into Renka Sentai2KK21.9%

42 further openings account for the other 47 rounds.

Eileen

Career
4–7 · 36.4%
This season
12 matches · 41.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Goku Kouhon7P+K+G48.7%
Kousokuhon7K+G48.7%
Rakuchi Bougetsu (Interrupt Moves)2P+K+G into Koushuhon2P+K+GK48.7%
Goku Senshin (Deflect)4P+K+G36.5%
Rakuchi Bougetsu (Interrupt Moves)2P+K+G into Enkou Bokuchou2P+K+GP24.3%
Rigou TenshintaiK+G into Zensoutai2K+G24.3%
Sokutantai3K24.3%
Taisei Soudou46P+K24.3%
backdash into guardG24.3%
offensive move into punchP24.3%
Enkou Nyudou214P+K into Enkou ShutsudouP12.2%
Koushi Choukan236P12.2%
Rakuchi Bougetsu (Interrupt Moves)2P+K+G12.2%
Rakuchi Bougetsu (Interrupt Moves)2P+K+G into down punch+kick2P+K12.2%
Rakuten Hagetsu (Interrupt Moves)8P+K+G into Rakuchi Settai8P+K+GK12.2%

14 further openings account for the other 14 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 (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

  • Aoi: 7 of 15 tests hold up
  • Pai: not tested (too few rounds)
  • Eileen: not tested (too few rounds)