VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

Anya_Fromel

  • Aoi
  • Eileen
  • Sarah
  • Kage
  • Jacky
  • Wolf
  • Akira
Career matches362
Career win rate79.3%
Round win rate61.0%
Peak rank24
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1405 Not ranked yet: the list needs 50 matches. See 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

Pai24104772774.0%
Sarah2368511775.0%
Aoi214740785.1%
Jacky214134782.9%
Eileen213729878.4%
Kage213730781.1%
Wolf202826292.9%
Akira16000—

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

159 of 159 rounds counted

5.3 inputs a second (318 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.130725
Eileen5.231431
Pai5.533128
Sarah5.030322
Kage5.633322
Jacky5.533118
Wolf5.432510
Akira4.12483

By opponent's character

Akira5.432531
Goh5.432322
Aoi5.533318
Sarah4.728413
Brad5.029911
Jean5.432514
Pai5.332011
Taka5.231011
Lau5.63347
Vanessa5.53328
El Blaze4.82893
Jacky6.13684
Kage4.12483
Shun5.13063

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

Akira76185.7%+22.0
Goh65183.3%+16.2
Aoi43175.0%-3.9
Sarah42250.0%-31.3
Brad32166.7%-18.4
Jean31233.3%-43.4
Pai32166.7%-0.8
Taka330100.0%+36.5
Lau220100.0%+22.1
Vanessa2020.0%-43.8
El Blaze110100.0%+16.8
Jacky110100.0%+25.1
Kage1010.0%-24.2
Shun110100.0%+13.6

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

Single Wall96366.7%-6.8
Half Fence75271.4%+2.8
Low Fence440100.0%+22.7
Octagon42250.0%-33.9
Open42250.0%-5.5
Rectangle440100.0%+27.0
Breakable Half Fence32166.7%-4.6
Breakable Full Fence220100.0%+44.1
Full Fence and Open110100.0%+43.0

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
Walls2075.0%71.9%+3.1
No walls1770.6%69.8%+0.8

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

김멋있다 (Rank 21)2026/10/04220100.0%
yabo (Rank 23)2026/10/0421150.0%
ttfour@サラしかできないw (Rank 22)2026/10/0432166.7%
BlackPhantom7755 (Rank 17)2026/10/03110100.0%
vf_hornwolf@뿔늑대 (Rank 24)2026/10/0221150.0%
G13 (Rank 24)2026/10/02220100.0%
ブルマ天国 (Rank 28)2026/09/282020.0%
asteroid-belt777 (Rank 22)2026/09/2743175.0%
ゅろぽ (Rank 24)2026/09/2732166.7%
nekodiver2 (Rank 22)2026/09/27110100.0%
みらめたる (Rank 21)2026/09/26110100.0%
GiantKiller1192 (Rank 17)2026/09/261010.0%
a39611619 (Rank 21)2026/09/2432166.7%
Mochi/かしわもち (Rank 40)2026/09/131010.0%
omuretukun (Rank 23)2026/07/25330100.0%
qzmix (Rank 24)2026/07/25440100.0%
takasenm (Rank 21)2026/07/25110100.0%
時宣院日要 (Rank 17)2026/07/21220100.0%
JJmarumusu(とめ) (Rank 12)2026/07/211010.0%
finalkinoko (Rank 15)2026/07/211010.0%
********** (Rank 18)2026/07/21110100.0%

Round openings

Every character

guardG95.7%
evade down63.8%
evade up into crouch dash forward63.8%
forward movement into Jab Double StraightPPP53.1%
guardG into throw escape53.1%
crouch dash back into evade down42.5%
forward movement into punchP42.5%
crouch dash forward into evade down31.9%
evade down into guardG31.9%
evade up into guardG31.9%
Ensei Haikyaku4K21.3%
Hagakure-ryu In Raijingeki46P+K21.3%
Low Spin Kick1K+G21.3%
backdash21.3%
crouch dash forward into guardG21.3%

93 further openings account for the other 101 rounds.

Eileen

Career
29–8 · 78.4%
This season
8 matches · 62.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG39.7%
crouch dash forward into evade down26.5%
evade down26.5%
evade down into Tanhikyaku9K26.5%
evade down into forward dash26.5%
Enkou RensouPP into Rensou HekizanPPP13.2%
Hairenkyaku4K13.2%
Kousokuhon7K+G13.2%
Tenshin Rinheki1P into Rinheki Hairen1PK13.2%
backdash into Kesshi Hanbi46K+G13.2%
down-back kick+guard1K+G13.2%
evade down into Enkou Kenka46P13.2%
evade down into Enkou Nyurin66P13.2%
evade down into Touku Geimentai4K+G13.2%
evade down into down-back kick+guard1K+G13.2%

10 further openings account for the other 10 rounds.

Pai

Career
77–27 · 74.0%
This season
7 matches · 85.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG310.7%
guardG into throw escape310.7%
Ensei Haikyaku4K27.1%
down-back kick1K27.1%
evade down into crouch dash forward27.1%
Ensei Haijinkyaku7K+G13.6%
Hansenpu44K13.6%
Souka Rensui3PP into Souka Raigekishou3PPP13.6%
crouch dash forward into guardG13.6%
evade down into Hi'en Tankyaku9K13.6%
evade down into Souka Raigekishou3PPP13.6%
evade down into crouch dash back13.6%
evade down into throwP+G13.6%
evade up into Ensei Haikyaku4K13.6%
evade up into Takuten Soudou64PP13.6%

6 further openings account for the other 6 rounds.

Aoi

Career
40–7 · 85.1%
This season
8 matches · 75.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash forward416.0%
evade down312.0%
crouch dash back into evade down28.0%
guardG into throw escape28.0%
Kusanagi2K+G14.0%
back punch+kick+guard4P+K+G14.0%
crouch dash back into Ougimai~Tachikaze4PK14.0%
crouch dash back into Oushu Hiji'ate6P+KP14.0%
crouch dash forward into Tsumujisakura6PP14.0%
evade down into down-back, down, down-forward, forward, down punch+kick+guard12362P+K+G14.0%
evade up into Gedan Shouda2P14.0%
evade up into throwP+G14.0%
forward movement into NirentotsuPP14.0%
forward movement into Nirentotsu OuchuPPP14.0%
forward movement into evade up14.0%

3 further openings account for the other 3 rounds.

Kage

Career
30–7 · 81.1%
This season
5 matches · 40.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hagakure-ryu In Raijingeki46P+K29.1%
evade down into Hagakure-ryu In Raijingeki46P+K29.1%
Kouten63214P14.5%
Ryu'eikyaku66K14.5%
Ryubisen44K+G14.5%
Tsumujigeri2K+G14.5%
crouch dash forward into Fusenjin3P14.5%
evade down into Gen'you4K+G14.5%
evade down into Jakenshou214P+K14.5%
evade down into Nakageri3K14.5%
evade down into guardG14.5%
evade up into crouch dash forward14.5%
evade up into evade down14.5%
evade up into guardG14.5%
forward movement into Jakenshou214P+K14.5%

5 further openings account for the other 5 rounds.

Sarah

Career
51–17 · 75.0%
This season
6 matches · 83.3%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash29.1%
crouch dash back into evade down29.1%
evade up into Full Spin Heel Kick9K29.1%
Feather Scarecrow8K14.5%
Hide Side Kick (Deflect)P+K14.5%
Round Kick8K+G14.5%
backdash into crouch14.5%
crouch dash forward into evade down14.5%
crouch dash forward into guardG14.5%
evade down into Jab StraightPP14.5%
evade down into Low Spin Kick3K+G14.5%
evade down into Serpent Toe Kick2P+K14.5%
evade down into guardG14.5%
evade up into Jab StraightPP14.5%
evade up into guardG14.5%

4 further openings account for the other 4 rounds.

Jacky

Career
34–7 · 82.9%
This season
4 matches · 75.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Jab Double StraightPPP527.8%
Low Spin Kick1K+G211.1%
guardG211.1%
Slant Back Knuckle1P15.6%
Slant Back Knuckle1P into backdash15.6%
crouch dash forward into Slant Back Knuckle1P15.6%
crouch into Smash Back Knuckle3PPP+K15.6%
evade down15.6%
evade down into Beat & Back KnuckleP+KP15.6%
evade down into guardG15.6%
guardG into Rage Kick1PK15.6%
guardG into Spinning KickK+G15.6%

Wolf

Career
26–2 · 92.9%
This season
2 matches · 100.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Comet Hook1P110.0%
Comet Hook1P into Knuckle Part1PP110.0%
Elbow Butt4P into punchP110.0%
crouch dash back into Deadly Move Back4P+K+G110.0%
evade up into Knuckle Part1PP110.0%
evade up into Screw Hook63214P110.0%
forward movement into Elbow Butt4P110.0%
guardG into Arrow Knuckle3P110.0%
guardG into Elbow Butt4P110.0%
throwP+G110.0%

Akira

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Rimon Chouchu66P133.3%
forward movement into Rimon Chouchu66P133.3%
guardG into Sokutai3K133.3%

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

  • Eileen: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)