Virtua Fighter 5 REVO · v1.10
Elo rating
Overall, and on each character played 10+ times1123 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
| Eileen | 22 | 181 | 105 | 76 | 58.0% |
|---|---|---|---|---|---|
| Jacky | 21 | 119 | 72 | 47 | 60.5% |
| Jean | 18 | 88 | 51 | 37 | 58.0% |
| Sarah | 14 | 44 | 29 | 15 | 65.9% |
| Aoi | 13 | 19 | 14 | 5 | 73.7% |
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
216 of 216 rounds counted12.1 inputs a second (724 a minute) this season. Faster than 100% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Eileen | 12.1 | 727 | 108 |
|---|---|---|---|
| Jacky | 11.9 | 714 | 54 |
| Sarah | 12.2 | 731 | 37 |
| Jean | 12.3 | 736 | 14 |
| Aoi | 11.0 | 659 | 3 |
By opponent's character
| Sarah | 12.6 | 757 | 44 |
|---|---|---|---|
| Akira | 12.1 | 725 | 40 |
| Pai | 12.2 | 734 | 35 |
| Jeffry | 11.7 | 704 | 25 |
| Aoi | 11.8 | 705 | 19 |
| Brad | 12.3 | 736 | 22 |
| Jacky | 10.9 | 653 | 10 |
| Lau | 10.7 | 639 | 8 |
| Shun | 12.6 | 754 | 6 |
| Vanessa | 12.3 | 740 | 7 |
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
| Sarah | 11 | 3 | 8 | 27.3% | -0.7 |
|---|---|---|---|---|---|
| Akira | 10 | 4 | 6 | 40.0% | +21.8 |
| Pai | 9 | 0 | 9 | 0.0% | -17.1 |
| Jeffry | 6 | 1 | 5 | 16.7% | -10.9 |
| Aoi | 5 | 1 | 4 | 20.0% | +8.8 |
| Brad | 5 | 2 | 3 | 40.0% | +5.2 |
| Jacky | 2 | 1 | 1 | 50.0% | +32.2 |
| Lau | 2 | 0 | 2 | 0.0% | -15.6 |
| Shun | 2 | 0 | 2 | 0.0% | -6.8 |
| Vanessa | 2 | 0 | 2 | 0.0% | -35.1 |
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
| Full Fence | 15 | 2 | 13 | 13.3% | -6.6 |
|---|---|---|---|---|---|
| Half Fence | 10 | 1 | 9 | 10.0% | -9.2 |
| Open | 9 | 2 | 7 | 22.2% | -3.0 |
| Rectangle | 6 | 4 | 2 | 66.7% | +45.8 |
| Octagon | 5 | 2 | 3 | 40.0% | +23.8 |
| Breakable Half Fence | 4 | 0 | 4 | 0.0% | -36.2 |
| Breakable Full Fence | 1 | 0 | 1 | 0.0% | -28.0 |
| Low Fence | 1 | 0 | 1 | 0.0% | -45.4 |
No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.
With or without walls
| Stages | Matches | Win % | Expected | vs expected |
|---|---|---|---|---|
| Walls | 41 | 22.0% | 20.9% | +1.1 |
| No walls | 10 | 20.0% | 26.7% | -6.7 |
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
| MangoSlice (Rank 14) | 9 | 3 | 6 | 33.3% |
|---|---|---|---|---|
| chillsaiyan (Rank 14) | 9 | 4 | 5 | 44.4% |
| AmazedArts (Rank 21) | 5 | 0 | 5 | 0.0% |
| S_C_H_T_O_M_P (Rank 25) | 5 | 1 | 4 | 20.0% |
| TTV/ProdiiJey (Rank 15) | 5 | 2 | 3 | 40.0% |
| ZachAttack (Rank 21) | 4 | 1 | 3 | 25.0% |
| Always_theW0kest (Rank 12) | 2 | 0 | 2 | 0.0% |
| GrandoBrando (Rank 17) | 2 | 1 | 1 | 50.0% |
| KidCloyster (Rank 21) | 2 | 0 | 2 | 0.0% |
| Smi1e (Rank 26) | 2 | 0 | 2 | 0.0% |
| brothaman13 (Rank 24) | 2 | 0 | 2 | 0.0% |
| seedash (Rank 32) | 2 | 0 | 2 | 0.0% |
| snotpiggy (Rank 21) | 2 | 0 | 2 | 0.0% |
| Seabass23 (Rank 7) | 1 | 0 | 1 | 0.0% |
| The8thOne (Rank 28) | 1 | 0 | 1 | 0.0% |
| paperpanels (Rank 11) | 1 | 0 | 1 | 0.0% |
Most played opponents, most recent first
| S_C_H_T_O_M_P (Rank 25) | 2026/10/02 | 5 | 1 | 4 | 20.0% |
|---|---|---|---|---|---|
| seedash (Rank 32) | 2026/10/02 | 2 | 0 | 2 | 0.0% |
| brothaman13 (Rank 24) | 2026/10/02 | 2 | 0 | 2 | 0.0% |
| Smi1e (Rank 26) | 2026/09/30 | 2 | 0 | 2 | 0.0% |
| snotpiggy (Rank 21) | 2026/09/27 | 2 | 0 | 2 | 0.0% |
| ZachAttack (Rank 21) | 2026/09/17 | 4 | 1 | 3 | 25.0% |
| TTV/ProdiiJey (Rank 15) | 2026/09/17 | 5 | 2 | 3 | 40.0% |
| AmazedArts (Rank 21) | 2026/09/16 | 5 | 0 | 5 | 0.0% |
| GrandoBrando (Rank 17) | 2026/09/16 | 2 | 1 | 1 | 50.0% |
| KidCloyster (Rank 21) | 2026/09/15 | 2 | 0 | 2 | 0.0% |
| Seabass23 (Rank 7) | 2026/09/14 | 1 | 0 | 1 | 0.0% |
| The8thOne (Rank 28) | 2026/09/14 | 1 | 0 | 1 | 0.0% |
| chillsaiyan (Rank 14) | 2026/09/14 | 9 | 4 | 5 | 44.4% |
| Always_theW0kest (Rank 12) | 2026/09/13 | 2 | 0 | 2 | 0.0% |
| MangoSlice (Rank 14) | 2026/09/13 | 9 | 3 | 6 | 33.3% |
| paperpanels (Rank 11) | 2026/09/11 | 1 | 0 | 1 | 0.0% |
Round openings
Every character
| backdash | 27 | 12.5% |
|---|---|---|
| backdash into backward movement | 8 | 3.7% |
| guardG | 7 | 3.2% |
| Rising Elbow6P into Elbow Side Chop6PP | 6 | 2.8% |
| punchP | 6 | 2.8% |
| punchP into Jab Straight | 6 | 2.8% |
| Middle Smash Back Knuckle6PP into Rib CrushPP6PPP | 4 | 1.9% |
| Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK | 4 | 1.9% |
| backdash into Standing Knee Kick Combo: High Gear4KKKK | 4 | 1.9% |
| crouch into Zensoutai2K+G | 4 | 1.9% |
| punchP into Enkou RensouPP | 4 | 1.9% |
| Beat KnuckleP+K | 3 | 1.4% |
| backdash into Switch Kick4K | 3 | 1.4% |
| backdash into Touku Geimentai4K+G | 3 | 1.4% |
| backdash into Zensoutai2K+G | 3 | 1.4% |
99 further openings account for the other 124 rounds.
Eileen
- Career
- 105–76 · 58.0%
- This season
- 27 matches · 22.2%
- Peak rank
- 22
First hit in 63.0% of 108 rounds. Won 36.8% of the rounds they struck first, 32.5% of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| backdash | 22 | 20.4% |
|---|---|---|
| backdash into backward movement | 7 | 6.5% |
| punchP | 6 | 5.6% |
| crouch into Zensoutai2K+G | 4 | 3.7% |
| punchP into Enkou RensouPP | 4 | 3.7% |
| backdash into Touku Geimentai4K+G | 3 | 2.8% |
| backdash into Zensoutai2K+G | 3 | 2.8% |
| punchP into Fukushinshou2P | 3 | 2.8% |
| Dokuritsu SouganP+K | 2 | 1.9% |
| Soumensou4P into Juji Kimensou4PP | 2 | 1.9% |
| backdash into Juji Kimensou4PP | 2 | 1.9% |
| backdash into guardG | 2 | 1.9% |
| backdash into punchP | 2 | 1.9% |
| evade up into Hikou Bokushoku9P | 2 | 1.9% |
| guardG | 2 | 1.9% |
39 further openings account for the other 42 rounds.
Jacky
- Career
- 72–47 · 60.5%
- This season
- 13 matches · 15.4%
- Peak rank
- 21
Significant Tells
Too few rounds to test opener patterns.
| Middle Smash Back Knuckle6PP into Rib CrushPP6PPP | 4 | 7.4% |
|---|---|---|
| Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK | 4 | 7.4% |
| backdash into Standing Knee Kick Combo: High Gear4KKKK | 4 | 7.4% |
| Beat KnuckleP+K | 3 | 5.6% |
| backdash | 3 | 5.6% |
| kickK into Double Spinning KickKK | 3 | 5.6% |
| Double Dragon9K | 2 | 3.7% |
| Long Stride Back Knuckle4P+K | 2 | 3.7% |
| Smash Straight Jab3PP into Lightning Back Knuckle3PPP | 2 | 3.7% |
| backdash into High Angle Upper Kick6K | 2 | 3.7% |
| backdash into Long Stride Back Knuckle4P+K | 2 | 3.7% |
| punchP into Rib CrushPP6PPP | 2 | 3.7% |
| High Angle Upper Kick6K into Bil Jee6P+K | 1 | 1.9% |
| High Angle Upper Kick6K into Dash Hammer Kick66K | 1 | 1.9% |
| High Angle Upper Kick6K into kickK | 1 | 1.9% |
18 further openings account for the other 18 rounds.
Sarah
- Career
- 29–15 · 65.9%
- This season
- 9 matches · 44.4%
- Peak rank
- 14
Significant Tells
Too few rounds to test opener patterns.
| Rising Elbow6P into Elbow Side Chop6PP | 6 | 16.2% |
|---|---|---|
| punchP into Jab StraightPP | 5 | 13.5% |
| backdash into Switch Kick4K | 3 | 8.1% |
| Sharpsword44K into Sharpsword Combo44KK | 2 | 5.4% |
| kickK into Switch Kick4K | 2 | 5.4% |
| punchP into Elbow Side Chop6PP | 2 | 5.4% |
| Back Knuckle4P into Serpent Rage4PK | 1 | 2.7% |
| Back Spin KickK+G into Crescent Heel4K+G | 1 | 2.7% |
| Dragon Smash Cannon1K into Double Thrust KickKK | 1 | 2.7% |
| Hide Side Kick (Deflect)P+K into punchP | 1 | 2.7% |
| Jab StraightPP into Double Punch Back KickPPK | 1 | 2.7% |
| Somersault Kick7K | 1 | 2.7% |
| backdash | 1 | 2.7% |
| backdash into back, back punch+kick+guard44P+K+G | 1 | 2.7% |
| backdash into evade down | 1 | 2.7% |
8 further openings account for the other 8 rounds.
Jean
- Career
- 51–37 · 58.0%
- This season
- 4 matches · 0.0%
- Peak rank
- 18
Significant Tells
Too few rounds to test opener patterns.
| guardG | 3 | 21.4% |
|---|---|---|
| punchP into KounirenPP | 2 | 14.3% |
| Hangetsu NirenzukiP+K | 1 | 7.1% |
| Hou'ou Kourui Otoshi4K+G | 1 | 7.1% |
| KounirenPP into KagizukiPPP | 1 | 7.1% |
| Yoko'enpi6P into Yoko'enpi~Uchishutou6PP | 1 | 7.1% |
| backdash | 1 | 7.1% |
| backdash into Doumawashi Kaitengeri46K+G | 1 | 7.1% |
| backdash into backward movement | 1 | 7.1% |
| forward movement into KounirenPP | 1 | 7.1% |
| forward movement into punchP | 1 | 7.1% |
Aoi
- Career
- 14–5 · 73.7%
- This season
- 1 matches · 0.0%
- Peak rank
- 13
Significant Tells
Too few rounds to test opener patterns.
| back punch+kick+guard4P+K+G | 1 | 33.3% |
|---|---|---|
| guardG | 1 | 33.3% |
| punchP into Tsumujisakura6PP | 1 | 33.3% |
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)
- Jacky: not tested (too few rounds)
- Sarah: not tested (too few rounds)
- Jean: not tested (too few rounds)
- Aoi: not tested (too few rounds)
