VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

MoldMonkey93

  • Sarah
  • Pai
  • Jacky
Career matches714
Career win rate59.9%
Round win rate50.7%
Peak rank32
Distinct opponents52
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1557 #1,628 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

Eileen3266040525561.4%
Sarah2635132237.1%
Pai26136746.1%
Jacky2664266.7%

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

726 of 860 rounds counted

8.1 inputs a second (489 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen8.2491635
Sarah8.048051
Pai7.645529
Jacky7.746411

By opponent's character

Jacky8.2492104
Aoi8.3498108
Taka7.545181
Shun8.148399
Pai8.349852
Goh8.148347
Kage8.249343
Akira8.349838
Eileen8.349839
Brad8.651827
Lei Fei8.24938
Vanessa8.148535
Sarah7.947416
El Blaze8.450517
Lion8.651612

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

Jacky30161453.3%+2.6
Aoi26161061.5%+17.6
Taka24101441.7%-3.0
Shun2391439.1%-11.9
Jeffry1410471.4%+26.2
Pai149564.3%+8.5
Goh124833.3%-16.3
Kage114736.4%-5.3
Akira103730.0%-35.8
Eileen104640.0%-30.5
Brad82625.0%-29.4
Lei Fei87187.5%+48.0
Vanessa83537.5%-8.6
Sarah51420.0%-33.1
El Blaze440100.0%+35.6
Jean32166.7%+48.6
Lau32166.7%+19.7
Lion32166.7%+0.1

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

Low Fence37162143.2%+1.5
Rectangle26161061.5%+3.3
Full Fence22111150.0%-3.8
Octagon22121054.5%+1.3
Single Wall22121054.5%+2.8
Open179852.9%-3.9
Half Fence1612475.0%+23.2
Breakable Half Fence1331023.1%-24.4
Full Fence and Open134930.8%-7.6
Breakable Full Fence95455.6%+5.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10854.6%53.6%+1.1
No walls7648.7%48.2%+0.5

Walls against open: +0.5 points (95% range -18.8 to +19.9), p 0.956 — 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

seedash (Rank 33)2026/09/062819967.9%
EnEyeSee (Rank 21)2026/09/03440100.0%
Scorcho (Rank 28)2026/09/03440100.0%
park35 (Rank 28)2026/08/2962433.3%
GoldenBoko (Rank 29)2026/08/1853260.0%
Wodin (Rank 27)2026/08/1842250.0%
ZachAttack (Rank 21)2026/08/0432166.7%
TayoTayoTaka (Rank 28)2026/08/04103730.0%
LethalLegendK (Rank 28)2026/07/2741325.0%
B34TD0WN (Rank 30)2026/07/2674357.1%
iKillYouXChicken (Rank 38)2026/07/2651420.0%
Based_Ganja (Rank 30)2026/07/20103730.0%
The8thOne (Rank 27)2026/07/1641325.0%
tenpai (Rank 30)2026/07/1431233.3%
Blargh (Rank 31)2026/07/144040.0%
xChimerax (Rank 33)2026/07/104040.0%
suna19 (Rank 27)2026/07/1042250.0%
Username (Rank 34)2026/07/1083537.5%
IXOYE (Rank 33)2026/06/1853260.0%
j_remover (Rank 30)2026/06/1331233.3%
Da-Goat-Pawn (Rank 32)2026/04/2152340.0%
PartTimeLoser (Rank 26)2026/04/18660100.0%
AWPthonydust_2ano (Rank 27)2026/03/2832166.7%
CreakyAxe386 (Rank 25)2026/03/2896366.7%
Zai (Rank 21)2026/03/2854180.0%

Round openings

Every character

Jinraishou6P+K into Sayu Gekishou6P+KP12514.5%
punchP374.3%
Hikou Niki6K354.1%
Douchu6P263.0%
crouch into Kasettai2K242.8%
crouch into Sokutantai3K232.7%
Sayu Gekishou6P+KP into Jinrai Santen6P+KPP202.3%
guardG182.1%
guardG into punchP182.1%
Rigou TenshintaiK+G172.0%
Tenshin Rinheki1P into Rinheki Hairen1PK131.5%
crouch dash back131.5%
crouch dash forward into Enkou Toutou3P+K131.5%
Hikou Bokushoku9P121.4%
guardG into evade down121.4%

208 further openings account for the other 454 rounds.

Eileen

Career
405–255 · 61.4%
This season
193 matches · 52.3%
Peak rank
32

First hit in 50.3% of 767 rounds. Won 54.7% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Jinraishou6P+K into Sayu Gekishou6P+KP12516.2%
Hikou Niki6K354.5%
punchP354.5%
Douchu6P263.4%
crouch into Kasettai2K243.1%
crouch into Sokutantai3K233.0%
Sayu Gekishou6P+KP into Jinrai Santen6P+KPP202.6%
Rigou TenshintaiK+G172.2%
guardG172.2%
guardG into punchP172.2%
Tenshin Rinheki1P into Rinheki Hairen1PK131.7%
crouch dash forward into Enkou Toutou3P+K131.7%
Hikou Bokushoku9P121.6%
crouch dash back121.6%
punchP into RententaiPK121.6%

156 further openings account for the other 368 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky9–6 · 60%6–6 · 50%too few to test
Aoi8–3 · 73%6–2 · 75%too few to test
Taka6–6 · 50%3–5 · 38%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.

How is this tested?

Sarah

Career
13–22 · 37.1%
This season
13 matches · 23.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Knee6K into Quick Knee and Toe Kick6KK611.8%
crouch into Low Spin Kick3K+G59.8%
punchP into Punch High KickPK59.8%
Full Spin Heel Kick9K47.8%
Hide Side Kick (Deflect)P+K35.9%
evade up into Full Spin Heel Kick9K23.9%
guardG into evade down23.9%
punchP23.9%
throw escape23.9%
Full Spin Heel Kick9K into Heel Kick Moonsault9KP+K+G12.0%
Leg Slicer2K+G12.0%
Low Spin Kick3K+G into guardG12.0%
Mellow Heel Kick6K+G12.0%
Rising Elbow6P12.0%
Stiletto66K12.0%

14 further openings account for the other 14 rounds.

Pai

Career
6–7 · 46.1%
This season
7 matches · 42.9%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Renka Sentai2KK310.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK26.9%
Ryoushou6P+K into Renkan Maho Chuken6P+KP26.9%
Senchutai3K into guardG26.9%
crouch dash back into evade down26.9%
Ensei Haijinkyaku7K+G13.5%
Ensei Haikyaku4K into evade down13.5%
Hi'en Tankyaku9K13.5%
Rikensui1P13.5%
Senchuken6P into punchP13.5%
Sensaitai2K13.5%
backdash13.5%
crouch dash back into Honshin Soukyaku1K+G13.5%
crouch into Honshin Soukyaku1K+G13.5%
crouch into Shi'en Settai2K+G13.5%

8 further openings account for the other 8 rounds.

Jacky

Career
4–2 · 66.7%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Bil Jee6P+K19.1%
Chopping Blow2P+K19.1%
Double Dragon9K into guardG19.1%
Groin Kick6K+G19.1%
Spinning KickK+G into Slide Shuffle (Deflect)4P+K+G19.1%
Switch StepP+K+G into crouch19.1%
backward movement into Groin Kick6K+G19.1%
crouch into Low Spin Kick1K+G19.1%
forward movement into kickK19.1%
guardG into Lightning Kick 12K+G19.1%
punchP into Standing Knee Kick4K19.1%

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 (15 here; about 0.8 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 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jacky: not tested (too few rounds)