VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

MarlyJay

  • Jacky
  • Vanessa
  • Sarah
  • Jean
  • Goh
  • Lion
  • Kage
Career matches1,181
Career win rate79.8%
Round win rate64.2%
Peak rank40
Distinct opponents51
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1783 #435 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

Eileen4046536510078.5%
Vanessa342912355680.8%
Jean341611273478.9%
Jacky3298722673.5%
Lion3392811188.0%
Sarah283932782.0%
Kage272724388.9%
Goh2686275.0%

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

857 of 1,045 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.3436305
Jacky6.6396212
Vanessa6.7401110
Sarah6.6398109
Jean6.840862
Goh7.544833
Lion7.041723
Kage6.33783

By opponent's character

Goh7.0418178
Sarah6.639892
Akira6.7402117
Dural7.142882
Jean7.1427103
Jeffry7.545018
Lion7.042179
Pai6.740056
Kage7.042324
Shun6.639624
Wolf7.041721
Aoi6.841113
Lau6.338114
Brad6.941614
Jacky6.841017
Lei Fei7.24315

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

Goh53391473.6%+0.8
Sarah35241168.6%-11.6
Akira30171356.7%-13.3
Dural28171160.7%-13.5
Jean2617965.4%-12.8
Jeffry2318578.3%+7.5
Lion2116576.2%+16.7
Pai1514193.3%+18.3
Kage76185.7%+4.9
Shun770100.0%+14.3
Wolf660100.0%+25.1
Aoi54180.0%+22.4
Lau54180.0%+8.2
Brad440100.0%+17.0
El Blaze43175.0%+2.5
Jacky440100.0%+20.5
Lei Fei21150.0%-6.6

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

Full Fence38271171.0%-3.3
Low Fence36251169.4%-5.5
Breakable Full Fence3025583.3%+9.8
Octagon29191065.5%-10.9
Breakable Half Fence2519676.0%+2.1
Open2416866.7%-1.4
Rectangle2422291.7%+23.1
Single Wall2014670.0%-8.3
Full Fence and Open1810855.6%-13.7
Half Fence1411378.6%+4.3

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
Walls16076.9%73.9%+3.0
No walls8068.8%73.2%-4.5

Walls against open: +7.5 points (95% range -4.1 to +19.0), p 0.206 — 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

eisenbuegelhammer (Rank 36)2026/10/1551420.0%
jubbjubb767Europe (Rank 29)2026/09/171610662.5%
Saago_65 (Rank 32)2026/09/1798188.9%
RickoSama (Rank 23)2026/09/14550100.0%
brogasaurusrex (Rank 33)2026/09/14116554.5%
NaughtNaught (Rank 32)2026/09/143224875.0%
luckystrike (Rank 29)2026/08/30440100.0%
Ame33 (Rank 25)2026/08/30660100.0%
StarGuitar (Rank 30)2026/08/3054180.0%
Akumasama (Rank 34)2026/08/2995455.6%
Merchant (Rank 33)2026/08/1732166.7%
Kingheim (Rank 37)2026/08/0582625.0%
CRYSTAL_CITY_JAY (Rank 33)2026/08/041612475.0%
Rodryu (Rank 33)2026/08/031712570.6%
neoslayer92 (Rank 42)2026/07/0243175.0%
Dadino67italy (Rank 33)2026/06/2796366.7%
JonsterUK (Rank 25)2026/06/25660100.0%
NantoSeiken (Rank 28)2026/06/2532166.7%
goodjay (Rank 25)2026/06/20440100.0%
Rayne (Rank 42)2026/06/2085362.5%
KingofBamboo (Rank 24)2026/06/1376185.7%
Ilyricio (Rank 28)2026/06/1352340.0%
Mr2B (Rank 26)2026/06/13440100.0%
Espiro (Rank 34)2026/05/181916384.2%
Taro_Pietro (Rank 32)2026/04/04106460.0%

Round openings

Every character

forward movement into punchP1009.8%
Douchu6P535.2%
forward movement into evade down403.9%
backward movement into evade down333.2%
forward movement into Enkou RensouPP333.2%
evade down into guardG292.9%
guardG242.4%
backdash into Enkou Kenka46P232.3%
Middle Smash6P222.2%
Defensive Style: Bone Crush Middle141.4%
Enkou Kenka46P into forward movement141.4%
backdash into Spin Heel Sword4K+G141.4%
Douchu6P into Jouho Chu'un6PP121.2%
backdash into Crescent Heel4K+G121.2%
forward movement into Jab Double StraightPPP101.0%

333 further openings account for the other 583 rounds.

Counted from 266 of the 275 matches played. The rest were not pulled for openings.

Eileen

Career
365–100 · 78.5%
This season
108 matches · 73.2%
Peak rank
40

First hit in 60.0% of 402 rounds. Won 65.6% of the rounds they struck first, 63.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Douchu6P5313.1%
forward movement into punchP4611.3%
forward movement into Enkou RensouPP338.1%
backdash into Enkou Kenka46P235.7%
forward movement into evade down204.9%
backward movement into evade down194.7%
Enkou Kenka46P into forward movement143.5%
Douchu6P into Jouho Chu'un6PP123.0%
evade down into guardG112.7%
guardG82.0%
backdash into evade up61.5%
punchP61.5%
backward movement into Sokutantai3K51.2%
guardG into Enkou Kenka46P51.2%
Goku Senshin (Deflect)4P+K+G41.0%

93 further openings account for the other 141 rounds.

Counted from 106 of the 108 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
Jean6–2 · 75%6–2 · 75%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.

2 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?

Jacky

Career
72–26 · 73.5%
This season
55 matches · 65.5%
Peak rank
32

First hit in 49.2% of 193 rounds. Won 65.3% of the rounds they struck first, 58.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P2211.4%
backdash into Spin Heel Sword4K+G147.2%
forward movement into punchP136.7%
forward movement into evade down126.2%
forward movement into Jab Double StraightPPP105.2%
backward movement into evade down94.7%
evade down into guardG84.2%
guardG73.6%
forward movement into Beat KnuckleP+K52.6%
Beat KnuckleP+K into Beat & Back KnuckleP+KP42.1%
Dash Hammer Kick66K42.1%
Squat Straight2P42.1%
backward movement into Middle Smash6P31.6%
forward movement into Middle Smash6P31.6%
forward movement into throw escape31.6%

56 further openings account for the other 72 rounds.

Counted from 50 of the 55 matches played. The rest were not pulled for openings.

Vanessa

Career
235–56 · 80.8%
This season
51 matches · 74.5%
Peak rank
34

First hit in 28.3% of 184 rounds. Won 63.5% of the rounds they struck first, 64.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Bone Crush Middle147.5%
Offensive Style: forward movement into punchP94.8%
Defensive Style: forward movement into punchP73.7%
Offensive Style: backward movement into evade down73.7%
Defensive Style: punch63.2%
Defensive Style: Cut Upper52.7%
Defensive Style: evade down into guardG52.7%
Defensive Style: forward movement into Combo High KickPPK52.7%
Offensive Style: evade down into guardG52.7%
Defensive Style: backdash into Back Charge Kick44K+G42.1%
Defensive Style: forward movement into Jab~BodyPP42.1%
Offensive Style: Bunker Buster42.1%
Offensive Style: forward movement into One TwoPP42.1%
Defensive Style: Sit Jab31.6%
Defensive Style: forward movement into evade down31.6%

74 further openings account for the other 102 rounds.

Counted from 49 of the 51 matches played. The rest were not pulled for openings.

Sarah

Career
32–7 · 82.0%
This season
29 matches · 82.8%
Peak rank
28

First hit in 63.9% of 108 rounds. Won 72.5% of the rounds they struck first, 69.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1917.4%
backdash into Crescent Heel4K+G1211.0%
guardG65.5%
evade down into guardG54.6%
Back Knuckle Turn44P43.7%
forward movement into Flash Piston PunchPPP43.7%
forward movement into evade down43.7%
Round Kick8K+G32.8%
backward movement into evade down32.8%
evade up32.8%
Leg Slicer2K+G21.8%
Switch Kick4K21.8%
backdash into Full Spin Heel Kick9K21.8%
forward movement into Leg Slicer2K+G21.8%
Back Knuckle Turn44P into Double Thrust KickKK10.9%

37 further openings account for the other 37 rounds.

Jean

Career
127–34 · 78.9%
This season
16 matches · 81.2%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1117.7%
Hizageri4K into Kousenshu4KP34.8%
Yoko'enpi6P34.8%
evade down into guardG34.8%
forward movement into Hangetsu NirenzukiP+K34.8%
forward movement into evade down34.8%
guardG34.8%
Gyaku Seikenzuki66P23.2%
backdash into Nozuchi1P+K23.2%
no input23.2%
punchP23.2%
Harai'uke (Deflect)4P+K+G11.6%
Hizageri4K into Kouyoushu4KK11.6%
KounirenPP into KagizukiPPP11.6%
Shitamaeken2P into crouch dash back11.6%

21 further openings account for the other 21 rounds.

Goh

Career
6–2 · 75.0%
This season
9 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP824.2%
backdash into Karura4P+K39.1%
backdash into Soukyu46P39.1%
Hiji'ate6P26.1%
crouch into Sune'uchi2P26.1%
kickK26.1%
Karura4P+K13.0%
Kumite Harai (Deflect)4P+K+G13.0%
Raikou3P into Denkou3PP13.0%
Soukyu46P into forward movement13.0%
Sune'uchi2P into backdash13.0%
Sune'uchi2P into crouch13.0%
backdash into Kyousengeri46K13.0%
backdash into Shouzuka Okuri1P+K13.0%
backward movement into Hiji'ate6P13.0%

4 further openings account for the other 4 rounds.

Lion

Career
81–11 · 88.0%
This season
6 matches · 66.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K417.4%
crouch into Katousui2P313.0%
forward movement into punchP313.0%
Katousui2P14.3%
Katousui2P into Sen'inshou3P14.3%
Katousui2P into backdash14.3%
Katousui2P into evade down14.3%
Souji SenpuP+K14.3%
backdash into Koushutai44K14.3%
evade down into Fujin Rentankyaku66KK14.3%
evade down into guardG14.3%
evade up into Sentai4K14.3%
forward movement into evade down14.3%
guardG into Fujin Rentankyaku66KK14.3%
guardG into Ryusei Koushugeki (Deflect)214P14.3%

1 further openings account for the other 1 rounds.

Kage

Career
24–3 · 88.9%
This season
1 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash133.3%
forward dash into Kage Yaiba623P+K133.3%
forward movement into SandangekiPPP133.3%

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 (13 here; about 0.7 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: 0 of 13 tests hold up
  • Jacky: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)