VirtuAnalytics

Novel Insights Through Data & Analysis

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

Vanessa

CandyVIPER

  • Eileen
  • Goh
Career matches1,268
Career win rate74.8%
Round win rate67.0%
Peak rank43
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1816 #331 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

Vanessa4382862919976.0%
Eileen402942227275.5%
Goh36146974966.4%

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

1,001 of 1,020 rounds counted

6.5 inputs a second (389 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen6.3379471
Goh6.8410385
Vanessa6.0363145

By opponent's character

Sarah6.8409157
El Blaze6.237090
Shun6.639896
Brad6.841192
Kage6.739996
Dural6.337886
Akira6.236963
Taka5.935446
Wolf6.036149
Goh6.538947
Pai6.639531
Aoi6.338034
Vanessa6.136929
Jean6.036123
Lau6.237422
Lei Fei7.545115
Jacky6.33819
Jeffry8.55098
Lion6.23728

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

Sarah4337686.0%+7.6
El Blaze25141156.0%-14.5
Shun2521484.0%+6.0
Brad2420483.3%+5.3
Kage2317673.9%-1.3
Dural22101245.5%-19.8
Akira1614287.5%+10.9
Taka1310376.9%-7.7
Wolf13130100.0%+18.5
Goh129375.0%-0.2
Pai1211191.7%+12.5
Aoi98188.9%-0.2
Vanessa85362.5%-23.7
Jean76185.7%-4.4
Lau54180.0%+21.5
Lei Fei440100.0%+4.4
Jacky330100.0%+5.8
Jeffry2020.0%-77.3
Lion220100.0%+10.8

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

Low Fence3628877.8%-3.7
Open3226681.2%+2.8
Breakable Full Fence3021970.0%-4.3
Single Wall2820871.4%-6.2
Full Fence2521484.0%+2.6
Rectangle2523292.0%+15.1
Breakable Half Fence2217577.3%+1.3
Half Fence2215768.2%+0.2
Octagon1915479.0%-2.8
Full Fence and Open1412285.7%+8.9

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14378.3%76.4%+1.9
No walls9677.1%79.1%-2.0

Walls against open: +3.9 points (95% range -8.1 to +15.9), p 0.527 — 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

BLACKSTAR (Rank 35)2026/10/1822101245.5%
KingSeti88 (Rank 37)2026/10/1773442.9%
Mr_LoverMan85 (Rank 35)2026/10/171411378.6%
StayRealChill (Rank 33)2026/10/1764266.7%
Jiikae (Rank 33)2026/10/162721677.8%
brothaman13 (Rank 29)2026/10/13330100.0%
urascrub (Rank 31)2026/10/131412285.7%
TayoTayoTaka (Rank 31)2026/10/1364266.7%
Akai (Rank 39)2026/09/2954180.0%
Nohara (Rank 31)2026/09/29880100.0%
kungfusmurf (Rank 32)2026/09/2932166.7%
Monroe (Rank 34)2026/09/2932166.7%
Nomas_Tomas (Rank 33)2026/09/2810100100.0%
Jason_Elbow (Rank 40)2026/09/2861516.7%
UltraSeBassツ (Rank 36)2026/09/2774357.1%
Crashing_Blow2003 (Rank 34)2026/09/272420483.3%
Ravenous123 (Rank 32)2026/09/2754180.0%
Lion (Rank 30)2026/09/2653260.0%
xChimerax⛧ (Rank 33)2026/09/2632166.7%
AztecJD (Rank 34)2026/09/2575271.4%
FredFuchs (Rank 37)2026/09/1132166.7%
Lordkujaki (Rank 11)2026/09/06330100.0%
THEWEIAND (Rank 24)2026/09/05660100.0%
rich.tapestry (Rank 30)2026/09/0276185.7%
Spade3000 (Rank 8)2026/08/29440100.0%

Round openings

Every character

guardG182.9%
guardG into throw escape172.7%
forward movement into punchP152.4%
forward movement into Enkou RensouPP121.9%
crouch dash forward into throw escape111.8%
guardG into evade up111.8%
punchP111.8%
Enkou Kenka46P into forward dash101.6%
Goku Shicchi (Interrupt Moves)6P+K+G into Hikou Rantsui6K+GK101.6%
Defensive Style: Back Charge Kick91.4%
Douchu6P into Jouho Chu'un6PP91.4%
Goku Shicchi (Interrupt Moves)6P+K+G81.3%
backdash into evade down81.3%
backdash into evade up81.3%
evade down into throw escape81.3%

253 further openings account for the other 458 rounds.

Counted from 165 of the 169 matches played. The rest were not pulled for openings.

Eileen

Career
222–72 · 75.5%
This season
122 matches · 82.0%
Peak rank
40

First hit in 48.2% of 454 rounds. Won 69.4% of the rounds they struck first, 66.8% of the rounds they were struck first.

Significant Tells

  • After losing a round: attacks straight away in 41.5% of rounds, against 23.6% after winning one.

How is this tested?

guardG183.9%
guardG into throw escape173.7%
forward movement into punchP153.3%
forward movement into Enkou RensouPP122.6%
crouch dash forward into throw escape112.4%
guardG into evade up112.4%
punchP112.4%
Enkou Kenka46P into forward dash102.2%
Goku Shicchi (Interrupt Moves)6P+K+G into Hikou Rantsui6K+GK102.2%
Douchu6P into Jouho Chu'un6PP92.0%
Goku Shicchi (Interrupt Moves)6P+K+G81.7%
backdash into evade down81.7%
backdash into evade up81.7%
evade down into throw escape81.7%
guardG into punchP81.7%

149 further openings account for the other 295 rounds.

Counted from 118 of the 122 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
Sarah20–0 · 100%2–1 · 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.

4 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?

Vanessa

Career
629–199 · 76.0%
This season
47 matches · 89.4%
Peak rank
43

First hit in 22.6% of 164 rounds. Won 83.8% of the rounds they struck first, 78.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Charge Kick95.5%
Defensive Style: guard74.3%
Defensive Style: crouch into Bone Crush Middle3K63.7%
Offensive Style: punch into One TwoPP53.0%
Defensive Style: guard into throw escape42.4%
Offensive Style: One Two into Combo UpperPPP42.4%
Defensive Style: Back Knuckle into Back Knuckle High6PK31.8%
Defensive Style: crouch into Stinger Low Blow1P+K31.8%
Defensive Style: guard into throwP+G31.8%
Offensive Style: Back Charge Kick31.8%
Offensive Style: Long Barrel Blow31.8%
Offensive Style: evade up31.8%
Defensive Style: Jab~Body into Combo High KickPPK21.2%
Defensive Style: Switch Back Middle21.2%
Defensive Style: Switch Back Middle into backward movement21.2%

89 further openings account for the other 105 rounds.

Not counted here: Goh. Their matches were not pulled for openings.

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 (7 here; about 0.4 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

  • Eileen: 1 of 7 tests hold up
  • Vanessa: not tested (too few rounds)