VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

minato

  • Jeffry
  • Aoi
  • Lion
Career matches5,495
Career win rate27.1%
Round win rate35.0%
Peak rank22
Distinct opponents202
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1041 #3,647 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

Eileen221,8994261,47322.4%
Aoi211,39540499129.0%
Jeffry221,26037488629.7%
Taka—91128063130.7%
Lion153062420.0%

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

1,530 of 1,696 rounds counted

5.2 inputs a second (311 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen5.6338910
Jeffry4.4264596
Lion5.734324

By opponent's character

Akira5.2311211
Aoi5.0300206
Pai5.3316134
Wolf5.1304119
Goh5.935594
Lau5.633599
Jacky5.332160
Kage5.231282
Shun4.225076
Sarah4.828671
Lion5.532870
Brad5.231059
Jeffry4.929461
Vanessa5.130654
El Blaze4.929734
Lei Fei5.432333
Taka5.533224
Eileen5.734225
Jean4.929418

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

Akira64234135.9%+11.8
Aoi5494516.7%-8.0
Pai3643211.1%-12.0
Wolf29101934.5%+4.8
Goh2662023.1%-2.8
Lau26111542.3%+16.0
Jacky2351821.7%-0.8
Kage2341917.4%-2.8
Shun2332013.0%-13.8
Sarah2281436.4%+12.9
Lion201195.0%-18.1
Brad1841422.2%-2.1
Jeffry1831516.7%-7.2
Vanessa1431121.4%-2.1
El Blaze84450.0%+24.5
Lei Fei83537.5%+7.9
Taka82625.0%+2.7
Eileen62433.3%+5.2
Jean51420.0%+2.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Octagon53153828.3%+3.3
Open48123625.0%+3.0
Low Fence46133328.3%+0.7
Rectangle4693719.6%-6.1
Breakable Half Fence4493520.4%-3.7
Half Fence4383518.6%-6.6
Single Wall41152636.6%+12.4
Breakable Full Fence3863215.8%-10.2
Full Fence3052516.7%-6.7
Full Fence and Open2982127.6%+4.7

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
Walls25420.5%24.6%-4.1
No walls13529.6%25.0%+4.6

Walls against open: -8.7 points (95% range -17.9 to +0.6), p 0.067 — 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

あかげら (Rank 24)2026/10/1852340.0%
asteroid-belt777 (Rank 23)2026/10/126060.0%
委員ちょ@肝臓レス練習 (Rank 21)2026/10/1291811.1%
ぱぱ (Rank 24)2026/10/1151420.0%
zxyzguy (Rank 25)2026/10/1152340.0%
スタンプジャンパー (Rank 23)2026/10/1162433.3%
トローリロートル (Rank 21)2026/10/0594544.4%
nanatsuboshi_st (Rank 24)2026/10/0552340.0%
ts10072 (Rank 24)2026/10/0551420.0%
Lucifer-1971 (Rank 24)2026/10/0481712.5%
makoto.qo.op (Rank 23)2026/09/2461516.7%
YAS2000tt (Rank 21)2026/09/2451420.0%
golden_r634 (Rank 23)2026/09/2442250.0%
K (Rank 21)2026/09/1341325.0%
umintyu-99 (Rank 21)2026/09/0651420.0%
kanreki-jijii (Rank 21)2026/08/3142250.0%
O.J.A (Rank 21)2026/08/318080.0%
天道酬勤 (Rank 21)2026/08/3053260.0%
あなたのかみさま (Rank 24)2026/08/3051420.0%
yonchi41 (Rank 23)2026/08/2443175.0%
Dragon_Lee24 (Rank 23)2026/08/2442250.0%
nasca-32 (Rank 24)2026/08/0241325.0%
ぷりんタルト・ω・ (Rank 24)2026/06/2852340.0%
TaKaArAsHi573 (Rank 21)2026/05/316060.0%
kumusutakar00 (Rank 24)2026/05/1042250.0%

Round openings

Every character

guardG13210.0%
Knee Push4K into Knee Push Wild Hook4KP927.0%
Enkou Nyudou214P+K into Enkou ShutsudouP775.8%
guardG into crouch473.6%
Knee Attack6K453.4%
Rigou TenshintaiK+G443.3%
no input292.2%
guardG into evade down262.0%
Side Kick3K251.9%
offensive move231.8%
crouch into guardG221.7%
Drop Anchor1K+G191.4%
guardG into Enkou Nyudou214P+K191.4%
guardG into Knee Push Wild Hook4KP191.4%
crouch181.4%

243 further openings account for the other 681 rounds.

Counted from 335 of the 431 matches played. The rest were not pulled for openings.

Jeffry

Career
374–886 · 29.7%
This season
183 matches · 29.0%
Peak rank
22

First hit in 51.2% of 685 rounds. Won 41.9% of the rounds they struck first, 31.7% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 60.0% of rounds, against 41.7% in their other rounds.
  • In round 1: opens with “G guard into crouch” in 9.1% of rounds, against 3.7% in their other rounds.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP9213.4%
guardG7611.1%
Knee Attack6K456.5%
guardG into crouch355.1%
Side Kick3K253.6%
guardG into evade down202.9%
no input202.9%
Drop Anchor1K+G192.8%
guardG into Knee Push Wild Hook4KP192.8%
crouch into guardG182.6%
Kenka Hook46P172.5%
Torpedo Head Butt4P+K172.5%
crouch162.3%
Tsunami Beat3K+G131.9%
evade down into guardG131.9%

89 further openings account for the other 243 rounds.

Counted from 175 of the 183 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–9 · 40%7–7 · 50%too few to test
Aoi0–16 · 0%4–2 · 67%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.

8 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Eileen

Career
426–1,473 · 22.4%
This season
236 matches · 22.0%
Peak rank
22

First hit in 31.1% of 585 rounds. Won 35.2% of the rounds they struck first, 31.5% of the rounds they were struck first.

Significant Tells

  • After losing a round: opens with “K+G Rigou Tenshintai” in 12.7% of rounds, against 1.2% after winning one.
  • When behind: opens with “K+G Rigou Tenshintai” in 12.8% of rounds, against 2.9% when ahead or level.

How is this tested?

Enkou Nyudou214P+K into Enkou ShutsudouP7713.1%
guardG488.2%
Rigou TenshintaiK+G447.5%
offensive move233.9%
guardG into Enkou Nyudou214P+K193.2%
evade down into Enkou Nyudou214P+K183.1%
Rakuchi Bougetsu (Interrupt Moves)2P+K+G into Enkou Bokuchou2P+K+GP152.6%
Kesshi Hanbi46K+G142.4%
offensive move into Rensou HekizanPPP142.4%
offensive move into kickK132.2%
evade down into Matsumensou4P+K122.0%
Kousokuhon7K+G111.9%
Rakuchi Bougetsu (Interrupt Moves)2P+K+G into Koushuhon2P+K+GK91.5%
guardG into crouch91.5%
Enkou Kenka46P81.4%

124 further openings account for the other 252 rounds.

Counted from 148 of the 236 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi1–9 · 10%3–7 · 30%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.

88 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Lion

Career
6–24 · 20.0%
This season
6 matches · 0.0%
Peak rank
15

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Taizan Soukoushu4P+K into Koushu RensuiPP28.0%
Touku Rigou Bantaitetsu46K+G28.0%
guardG28.0%
guardG into crouch28.0%
no input28.0%
Attai2K into KouhaitaiK+G14.0%
Attai2K into Tousentai2KK+G14.0%
HakotsushuP+K+G into Renkan SenshouPPP14.0%
Koushutai44K into kickK14.0%
Kousoutai2K+G14.0%
Ryusei Koushugeki (Deflect)214P into punchP14.0%
Sentai4K into kickK14.0%
Shaho Shasousui1P+K into Koushu RensuiPP14.0%
Shaho Shasousui1P+K into Souji SenpuP+K14.0%
Taizan Acchou43P+K into Souji SenpuP+K14.0%

5 further openings account for the other 5 rounds.

Aoi

Career
404–991 · 29.0%
This season
6 matches · 16.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG631.6%
Shizuriyuki6K+G210.5%
crouch into Kusanagi2K+G210.5%
Namigaeshi64P+K into Iwaodome64P+KP15.3%
Raijinha6K into Tenraitsui6KP15.3%
backward movement into Soushouda46P+K15.3%
crouch into Jousei Ryusenshou214P+K15.3%
crouch into guardG15.3%
evade down into Shizuriyuki6K+G15.3%
guardG into Kasane'ate46P15.3%
guardG into Kusanagi2K+G15.3%
guardG into crouch15.3%

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 (30 here; about 1.5 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

  • Jeffry: 2 of 15 tests hold up
  • Eileen: 2 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Aoi: not tested (too few rounds)