Virtua Fighter 5 REVO · v1.10
Elo rating
Overall, and on each character played 10+ times1453 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
| El Blaze | 26 | 342 | 200 | 142 | 58.5% |
|---|---|---|---|---|---|
| Eileen | 28 | 130 | 88 | 42 | 67.7% |
| Lau | 21 | 72 | 35 | 37 | 48.6% |
| Aoi | 23 | 23 | 20 | 3 | 87.0% |
| Pai | 21 | 3 | 0 | 3 | 0.0% |
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
181 of 181 rounds counted6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Aoi | 6.8 | 405 | 62 |
|---|---|---|---|
| Lau | 7.1 | 426 | 69 |
| Eileen | 7.0 | 422 | 36 |
| El Blaze | 6.9 | 414 | 11 |
| Pai | 6.7 | 402 | 3 |
By opponent's character
| Sarah | 6.9 | 412 | 71 |
|---|---|---|---|
| Wolf | 7.2 | 429 | 48 |
| Akira | 6.9 | 412 | 34 |
| Brad | 7.2 | 430 | 13 |
| Jean | 6.6 | 396 | 8 |
| Shun | 6.3 | 381 | 4 |
| Eileen | 6.7 | 402 | 3 |
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 | 19 | 10 | 9 | 52.6% | -40.3 |
|---|---|---|---|---|---|
| Wolf | 11 | 5 | 6 | 45.5% | -4.0 |
| Akira | 8 | 8 | 0 | 100.0% | +61.7 |
| Brad | 3 | 1 | 2 | 33.3% | -10.5 |
| Jean | 2 | 2 | 0 | 100.0% | +33.9 |
| Shun | 2 | 2 | 0 | 100.0% | +13.2 |
| Eileen | 1 | 1 | 0 | 100.0% | +14.8 |
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
| Open | 13 | 9 | 4 | 69.2% | +5.3 |
|---|---|---|---|---|---|
| Rectangle | 9 | 7 | 2 | 77.8% | +35.6 |
| Half Fence | 8 | 4 | 4 | 50.0% | -17.7 |
| Breakable Half Fence | 5 | 3 | 2 | 60.0% | -8.9 |
| Breakable Full Fence | 3 | 3 | 0 | 100.0% | +41.5 |
| Full Fence | 3 | 1 | 2 | 33.3% | -61.4 |
| Single Wall | 3 | 2 | 1 | 66.7% | +32.0 |
| Full Fence and Open | 2 | 0 | 2 | 0.0% | -96.6 |
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 | 28 | 64.3% | 62.7% | +1.6 |
| No walls | 16 | 68.8% | 60.0% | +8.7 |
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
| Dagon (Rank 12) | 13 | 7 | 6 | 53.9% |
|---|---|---|---|---|
| Zhao (Rank 22) | 11 | 5 | 6 | 45.5% |
| Warlink (Rank 19) | 8 | 8 | 0 | 100.0% |
| Marooned (Rank 23) | 6 | 3 | 3 | 50.0% |
| Ryzn (Rank 22) | 3 | 1 | 2 | 33.3% |
| JulioCesar2333 (Rank 10) | 2 | 2 | 0 | 100.0% |
| SoldeBangu,RJ (Rank 12) | 2 | 2 | 0 | 100.0% |
| LucasXS07 (Rank 10) | 1 | 1 | 0 | 100.0% |
Most played opponents, most recent first
| JulioCesar2333 (Rank 10) | 2026/10/13 | 2 | 2 | 0 | 100.0% |
|---|---|---|---|---|---|
| Marooned (Rank 23) | 2026/10/02 | 6 | 3 | 3 | 50.0% |
| Warlink (Rank 19) | 2026/09/28 | 8 | 8 | 0 | 100.0% |
| LucasXS07 (Rank 10) | 2026/09/27 | 1 | 1 | 0 | 100.0% |
| Dagon (Rank 12) | 2026/05/24 | 13 | 7 | 6 | 53.9% |
| Zhao (Rank 22) | 2026/05/24 | 11 | 5 | 6 | 45.5% |
| Ryzn (Rank 22) | 2026/05/23 | 3 | 1 | 2 | 33.3% |
| SoldeBangu,RJ (Rank 12) | 2026/05/23 | 2 | 2 | 0 | 100.0% |
Round openings
Every character
| punchP | 15 | 8.5% |
|---|---|---|
| Tenchi In'youP+K+G | 9 | 5.1% |
| Ouda6P+K into Oushu Hiji'ate6P+KP | 7 | 4.0% |
| Chugeki6P | 6 | 3.4% |
| backdash into Sako Soushou4P+K | 6 | 3.4% |
| forward dash into Sokutantai3K | 6 | 3.4% |
| Enkou Nyudou214P+K | 5 | 2.8% |
| backdash into guardG | 5 | 2.8% |
| evade up into crouch dash forward | 5 | 2.8% |
| Chudan Hiji'ate6P | 4 | 2.3% |
| backdash into evade up | 4 | 2.3% |
| crouch dash forward into guardG | 4 | 2.3% |
| Jinraishou6P+K into Sayu Gekishou6P+KP | 3 | 1.7% |
| backdash into Sodeshinken33P+K | 3 | 1.7% |
| backdash into Soushouda46P+K | 3 | 1.7% |
78 further openings account for the other 92 rounds.
Counted from 44 of the 46 matches played. The rest were not pulled for openings.
Lau
- Career
- 35–37 · 48.6%
- This season
- 16 matches · 50.0%
- Peak rank
- 21
Significant Tells
Too few rounds to test opener patterns.
| punchP | 7 | 10.1% |
|---|---|---|
| Chugeki6P | 6 | 8.7% |
| backdash into Sako Soushou4P+K | 6 | 8.7% |
| punchP into Chugeki6P | 3 | 4.3% |
| Kasoutai2K into Ko'en Kasou Renshou2KP | 2 | 2.9% |
| Sako Soushou4P+K into punchP | 2 | 2.9% |
| crouch dash forward into guardG | 2 | 2.9% |
| crouch dash forward into throwP+G | 2 | 2.9% |
| crouch into Chisoutai2K+G | 2 | 2.9% |
| evade up into crouch dash forward | 2 | 2.9% |
| punchP into Chisoutai2K+G | 2 | 2.9% |
| Chugeki6P into backdash | 1 | 1.4% |
| Junho Chushou33P into Junho Renshou33PP | 1 | 1.4% |
| Souko Sensou66P+K | 1 | 1.4% |
| backdash into Kosoushou46P | 1 | 1.4% |
29 further openings account for the other 29 rounds.
Aoi
- Career
- 20–3 · 87.0%
- This season
- 16 matches · 81.2%
- Peak rank
- 23
Significant Tells
Too few rounds to test opener patterns.
| Tenchi In'youP+K+G | 9 | 15.5% |
|---|---|---|
| Ouda6P+K into Oushu Hiji'ate6P+KP | 7 | 12.1% |
| Chudan Hiji'ate6P | 4 | 6.9% |
| backdash into evade up | 4 | 6.9% |
| backdash into Sodeshinken33P+K | 3 | 5.2% |
| backdash into Soushouda46P+K | 3 | 5.2% |
| Koromoguruma66P | 2 | 3.5% |
| backdash into Tenraitsui6KP | 2 | 3.5% |
| backdash into guardG | 2 | 3.5% |
| crouch dash forward into Hou'oushu3P | 2 | 3.5% |
| evade up into crouch dash forward | 2 | 3.5% |
| punchP | 2 | 3.5% |
| Hou'oushu3P into throwP+G | 1 | 1.7% |
| Jousei Ryusenshou214P+K | 1 | 1.7% |
| Kamageri4K | 1 | 1.7% |
13 further openings account for the other 13 rounds.
Counted from 14 of the 16 matches played. The rest were not pulled for openings.
Eileen
- Career
- 88–42 · 67.7%
- This season
- 10 matches · 50.0%
- Peak rank
- 28
Significant Tells
Too few rounds to test opener patterns.
| forward dash into Sokutantai3K | 6 | 16.7% |
|---|---|---|
| Enkou Nyudou214P+K | 5 | 13.9% |
| punchP | 5 | 13.9% |
| Jinraishou6P+K into Sayu Gekishou6P+KP | 3 | 8.3% |
| Douchu6P | 2 | 5.6% |
| Enkou Chousou3P | 1 | 2.8% |
| Enkou RensouPP into Rensou HekizanPPP | 1 | 2.8% |
| Honshin Kousoutai3K+G | 1 | 2.8% |
| Honshin Senputai6K+G into ZenkuhonP+K | 1 | 2.8% |
| Jouho Chu'un6PP into Geimen Senpu6PPK | 1 | 2.8% |
| Sayu Gekishou6P+KP into Jinrai Santen6P+KPP | 1 | 2.8% |
| backdash into Goku Hekitai9P+K+GK | 1 | 2.8% |
| backdash into guardG | 1 | 2.8% |
| crouch dash forward into forward dash | 1 | 2.8% |
| crouch dash forward into guardG | 1 | 2.8% |
5 further openings account for the other 5 rounds.
El Blaze
- Career
- 200–142 · 58.5%
- This season
- 3 matches · 66.7%
- Peak rank
- 26
Significant Tells
Too few rounds to test opener patterns.
| backdash into Head Smash Kick46K | 2 | 18.2% |
|---|---|---|
| Shadow Strike6P | 1 | 9.1% |
| backdash into Backfire4P+K+G | 1 | 9.1% |
| backdash into Hammer Smash46P+K | 1 | 9.1% |
| backdash into guardG | 1 | 9.1% |
| crouch dash back into Combo Twilight GlowKKK | 1 | 9.1% |
| crouch dash forward into Head Smash Kick46K | 1 | 9.1% |
| crouch dash forward into Volcano Upper4P+K | 1 | 9.1% |
| crouch dash forward into guardG | 1 | 9.1% |
| punchP into evade down | 1 | 9.1% |
Pai
- Career
- 0–3 · 0.0%
- This season
- 1 matches · 100.0%
- Peak rank
- 21
Significant Tells
Too few rounds to test opener patterns.
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
- Lau: not tested (too few rounds)
- Aoi: not tested (too few rounds)
- Eileen: not tested (too few rounds)
- El Blaze: not tested (too few rounds)
- Pai: not tested (too few rounds)
