VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

Seto_Catherine

  • Aoi
  • Eileen
  • Goh
  • Shun
  • Brad
  • Jeffry
  • Lion
  • Vanessa
  • El Blaze
  • Wolf
  • Lei Fei
  • Dural
  • Jean
  • Sarah
Career matches1,102
Career win rate75.7%
Round win rate58.0%
Peak rank30
Distinct opponents63
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1596 #1,374 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

Taka301881553382.5%
Aoi281571005763.7%
Eileen29106822477.4%
Shun27106763071.7%
Jeffry27105743170.5%
Dural286759888.1%
Goh2659461378.0%
Vanessa2556421475.0%
Lion2652411178.8%
Wolf2451381374.5%
El Blaze264738980.8%
Lei Fei2439291074.4%
Jean243829976.3%
Brad232117481.0%
Sarah22108280.0%

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

16 of 443 rounds counted

6.8 inputs a second (406 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry7.14288
Lei Fei6.33805
Jean6.43863

By opponent's character

Akira6.43863
Shun6.94154
Jean6.33805
Eileen7.54504

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

Jeffry1411378.6%+18.7
Akira1210283.3%+18.0
Lau105550.0%-19.2
Pai106460.0%-5.8
Jacky87187.5%+24.0
Lion74357.1%-15.8
Shun72528.6%-23.7
Aoi64266.7%+10.3
El Blaze54180.0%+20.5
Goh53260.0%-8.4
Jean53260.0%-4.9
Kage51420.0%-43.6
Wolf43175.0%+4.7
Lei Fei32166.7%-6.0
Sarah32166.7%+2.5
Brad21150.0%-8.3
Eileen220100.0%+40.8
Taka220100.0%+20.9
Vanessa2020.0%-57.1

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 Fence1711664.7%+1.1
Open1412285.7%+22.9
Full Fence137653.9%-13.6
Full Fence and Open117463.6%-1.5
Rectangle116554.5%-4.7
Single Wall116554.5%-10.1
Octagon95455.6%-10.5
Half Fence87187.5%+24.2
Breakable Full Fence72528.6%-35.4
Breakable Half Fence76185.7%+14.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls5560.0%64.5%-4.5
No walls4269.0%64.4%+4.7

Walls against open: -9.2 points (95% range -28.7 to +10.3), p 0.354 — 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

방가방가햄토리 (Rank 29)2026/05/16220100.0%
無槪念野獸/무개념야수 (Rank 23)2026/05/16220100.0%
タマゴン(GTR) (Rank 27)2026/05/1663350.0%
KAISER (Rank 27)2026/05/16440100.0%
CELIS (Rank 26)2026/05/14220100.0%
りゅうのすけ (Rank 29)2026/05/1321150.0%
Bruce1106 (Rank 26)2026/05/132020.0%
ロストマン (Rank 30)2026/05/13220100.0%
タイヨウ (Rank 30)2026/05/122020.0%
スナ (Rank 30)2026/05/1231233.3%
え~る (Rank 25)2026/05/12220100.0%
satolaJP (Rank 24)2026/05/1232166.7%
AGジャッキー (Rank 26)2026/05/12330100.0%
moppeso (Rank 25)2026/05/1231233.3%
アドリブ使い (Rank 31)2026/05/1031233.3%
OgreAunt (Rank 27)2026/05/0721150.0%
dojoGR (Rank 23)2026/05/06220100.0%
うをん (Rank 27)2026/05/052020.0%
Penoco (Rank 23)2026/05/0532166.7%
Sb (Rank 24)2026/05/0531233.3%
ズサ齋藤 (Rank 21)2026/05/0421150.0%
さいたま梅澤/T.Umezawa (Rank 29)2026/04/2632166.7%
BANANA (Rank 27)2026/04/26220100.0%
龍仙人【鬼手仏心】 (Rank 26)2026/04/2632166.7%
ベギラゴン先輩 (Rank 26)2026/04/26220100.0%

Round openings

Every character

backdash into evade down4911.1%
guardG into throw escape184.1%
backdash into punchP163.6%
forward movement into punchP143.2%
kickK122.7%
backdash into evade up81.8%
backward movement into evade down81.8%
backdash into guardG71.6%
evade up into forward dash71.6%
throw escape71.6%
Hiji'ate6P61.4%
backdash into forward dash61.4%
Defensive Style: backdash into evade down40.9%
Middle Spin Kick66K into Ten Kao6K40.9%
backdash40.9%

199 further openings account for the other 273 rounds.

Aoi

Career
100–57 · 63.7%
This season
23 matches · 65.2%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1616.8%
backdash into punchP77.4%
forward movement into punchP66.3%
backdash into Nirentotsu OuchuPPP44.2%
backdash into Tsumujisakura6PP44.2%
backdash into evade up44.2%
guardG into Hou'oushu3P33.2%
Ryoushi43P22.1%
backdash22.1%
backdash into Hou'oushu3P22.1%
backdash into Inshou43P+K22.1%
backdash into Kusanagi2K+G22.1%
backdash into Raijinha6K22.1%
backdash into Sou'unha66K22.1%
backdash into Uzumaki Shutou44P22.1%

29 further openings account for the other 35 rounds.

Taka

Career
155–33 · 82.5%
This season
19 matches · 79.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK1216.9%
Hiji'ate6P68.4%
Zangeki33P34.2%
backdash into Hiji'ate6P34.2%
Morotezuki66P into Morote Tsuppari66PP22.8%
backdash into Aka'oni MidaremageP+K22.8%
backdash into evade down22.8%
backdash into punchP22.8%
backward movement into Kirikabu Kudaki1P+K22.8%
crouch dash back into Hiji'ate6P22.8%
crouch dash forward into throwP+G22.8%
evade down into Morotezuki66P22.8%
evade up into throw escape22.8%
guardG22.8%
throw escape22.8%

25 further openings account for the other 25 rounds.

Eileen

Career
82–24 · 77.4%
This season
14 matches · 64.3%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down815.1%
guardG into throw escape47.5%
backdash into Goku Shicchi (Interrupt Moves)6P+K+G35.7%
backdash into punchP35.7%
forward movement into punchP35.7%
backdash into Tanhikyaku9K23.8%
crouch dash forward into Tanhikyaku9K23.8%
throw escape23.8%
Enkou Kenka46P into forward movement11.9%
Goku Shicchi (Interrupt Moves)6P+K+G into Rigou TenshintaiK+G11.9%
Hikou Niki6K into evade up11.9%
Jinraishou6P+K into Sayu Gekishou6P+KP11.9%
Tanhikyaku9K into evade up11.9%
Tanhikyaku9K into guardG11.9%
backdash11.9%

19 further openings account for the other 19 rounds.

Goh

Career
46–13 · 78.0%
This season
8 matches · 62.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Garyu66K39.4%
backdash into evade down39.4%
guardG into Ni'oudaoshi3K+G39.4%
guardG into throw escape39.4%
backdash into forward dash26.2%
crouch dash back into Karura4P+K26.2%
guardG into Sune'uchi2P26.2%
Sune'uchi2P13.1%
backdash into Aragami4K13.1%
backdash into Denkou3PP13.1%
backdash into Tsukikage6K13.1%
backdash into punchP13.1%
backdash into throwP+G13.1%
backward movement into evade down13.1%
crouch dash back into backdash13.1%

6 further openings account for the other 6 rounds.

Shun

Career
76–30 · 71.7%
This season
8 matches · 25.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG413.3%
Haisenchu1P into Haisenchu Kaikakyaku1PK310.0%
backdash into evade down310.0%
backdash into evade up310.0%
Haisenchu1P26.7%
backdash into Tenshin Souchushou6P+K26.7%
backdash into backward movement26.7%
Gyou'in Haishu3P13.3%
Rensai Gakushu46PP into Rengeki Gakushu46PPP13.3%
Shinho Suikoushu43P+K into punchP13.3%
Tenshin Souchushou6P+K13.3%
backdash into Haisenchu1P13.3%
backdash into Rensai Gakushu46PP13.3%
backdash into punchP13.3%
backward movement into evade down13.3%

3 further openings account for the other 3 rounds.

Jeffry

Career
74–31 · 70.5%
This season
7 matches · 71.4%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down414.8%
backdash into Full Swing Double Hammer41236P+K311.1%
backdash into Megaton Knuckle43P+K27.4%
evade up into forward dash27.4%
Kenka Hook46P13.7%
Knee Push4K into Knee Push Wild Hook4KP13.7%
backdash into Double KnucklePP13.7%
backdash into Kenka Hook46P13.7%
backdash into Low Knuckle2P13.7%
backdash into throw escape13.7%
crouch dash back into Full Swing Double Hammer41236P+K13.7%
crouch dash back into Middle Hell Stab6P+K13.7%
crouch dash back into guardG13.7%
crouch dash forward into Middle Hell Stab6P+K13.7%
crouch into Low Knuckle2P13.7%

5 further openings account for the other 5 rounds.

Brad

Career
17–4 · 81.0%
This season
7 matches · 57.1%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K into Ten Kao6K415.4%
guardG into throw escape27.7%
Dtee Sawk Dtrohng4P+K into crouch13.9%
Ducking6P+K+G into Crush Knee KickK+G13.9%
Jumping Dtee Sawk Bon9P+K into guardG13.9%
Sharp Shoot1P into Upper Elbow44P13.9%
Sit Jab2P13.9%
Turn Savate44K into Stop Kick4K13.9%
backdash into Elbow Hook6P13.9%
backdash into Sawk Klab6P+K13.9%
backdash into Stop Kick4K13.9%
backdash into evade down13.9%
backdash into forward dash13.9%
backdash into punchP13.9%
backward movement into Elbow Hook6P13.9%

7 further openings account for the other 7 rounds.

Lion

Career
41–11 · 78.8%
This season
6 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K313.6%
guardG into throw escape29.1%
Senputai8K into Katoutai8KK14.5%
Senputai8K into kickK14.5%
Zensou Tenshinkyaku44K+G14.5%
backdash into Attai2K14.5%
backdash into Honsui3P+K14.5%
backdash into Koushutai44K14.5%
backdash into Kousoutai2K+G14.5%
backdash into Shicchi Soutai3K+G14.5%
backdash into evade down14.5%
backdash into forward dash14.5%
crouch dash back into Banchu6P14.5%
evade down into Attai2K14.5%
evade down into Katoutai8KK14.5%

4 further openings account for the other 4 rounds.

El Blaze

Career
38–9 · 80.8%
This season
4 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down315.8%
backdash into Fake Roll41236P210.5%
backward movement into evade down210.5%
Shouda46PP into Rising Back Spin Kick46PPK15.3%
Volcano Upper4P+K15.3%
backdash15.3%
backdash into Quick HookPP15.3%
backdash into Shadow Spin Kick4PK15.3%
backward movement into Combination Blow3PP15.3%
crouch dash forward into Straight6P+K15.3%
crouch dash forward into crouch15.3%
crouch dash forward into throw escape15.3%
guardG into Quick HookPP15.3%
throwP+G15.3%
throw escape15.3%

Wolf

Career
38–13 · 74.5%
This season
4 matches · 25.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down315.8%
Heavy Middle Kick3K+G210.5%
Heavy Middle Kick3K+G into forward dash210.5%
Heavy Middle Kick3K+G into guardG210.5%
Arrow Knuckle3P into throwP+G15.3%
Low Hammer2P into forward movement15.3%
Screw Hook63214P into Screw Lariat63214PP15.3%
backdash into Elbow Butt4P15.3%
backdash into Heavy Middle Kick3K+G15.3%
backdash into Rolling Back Elbow6PP+K15.3%
backdash into punchP15.3%
backward movement into One Two UpperPPP15.3%
crouch into Low Hammer2P15.3%
guardG into Gasp Kneel Palm Bomb6P+K15.3%

Vanessa

Career
42–14 · 75.0%
This season
5 matches · 80.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into evade down423.5%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K211.8%
Defensive Style: backdash into kickK211.8%
Defensive Style: Stinger Low Blow into guardG15.9%
Defensive Style: backward movement into evade down15.9%
Defensive Style: crouch dash forward into Stopping Low2K15.9%
Defensive Style: evade up into forward dash15.9%
Defensive Style: guard into Stinger Low Blow1P+K15.9%
Defensive Style: guard into throw escape15.9%
Defensive Style: throw escape15.9%
Offensive Style: crouch dash forward into throw escape15.9%
Offensive Style: guard into throwP+G15.9%

Lei Fei

Career
29–10 · 74.4%
This season
3 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape213.3%
offensive move213.3%
offensive move into crouch213.3%
Souryu Shukkai43P+K16.7%
Souryu Shukkai43P+K into guardG16.7%
backdash into Kaisei Tento1P+K16.7%
backdash into evade down16.7%
backward movement into Souryu Shukkai43P+K16.7%
crouch dash back into Kakushu Suigeki6P16.7%
forward movement into punchP16.7%
kickK into crouch16.7%
offensive move into Zensoutai2K+G16.7%

Dural

Career
59–8 · 88.1%
This season
2 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stop Kick4K330.0%
backdash into evade down330.0%
One Two UpperPPP into Combo Somersault KickPPPK110.0%
backdash into down, forward, down kick+guard262K+G110.0%
backdash into guardG110.0%
forward movement into punchP110.0%

Sarah

Career
8–2 · 80.0%
This season
1 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Switch Kick4K125.0%
backdash into evade down125.0%
evade down into Serpent Toe Kick2P+K125.0%
guardG into throw escape125.0%

Jean

Career
29–9 · 76.3%
This season
1 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Ryoutezuki66P+K133.3%
crouch dash forward into throwP+G133.3%
crouch dash forward into throw escape133.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Aoi: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jean: not tested (too few rounds)