VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

Setsudan_Srunayo

  • Jeffry
  • Aoi
  • Dural
  • Wolf
  • Eileen
  • Shun
Career matches1,254
Career win rate68.1%
Round win rate55.5%
Peak rank33
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1594 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

Taka3332221510766.8%
Dural302952078870.2%
Eileen311751264972.0%
Jeffry27143796455.2%
Shun30105762972.4%
El Blaze—66462069.7%
Wolf2663441969.8%
Lion—42311173.8%
Vanessa—38281073.7%
Aoi2652340.0%

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.

Against each character

Sarah54180.0%+15.1
Akira440100.0%+34.1
El Blaze330100.0%+40.6
Lau31233.3%-27.2
Shun32166.7%+15.6
Kage2020.0%-51.9
Lei Fei21150.0%+1.4
Vanessa21150.0%+1.1
Brad1010.0%-68.7
Jean1010.0%-50.6
Lion1010.0%-50.6

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

Breakable Full Fence54180.0%+10.0
Breakable Half Fence54180.0%+26.6
Full Fence and Open42250.0%+1.4
Rectangle32166.7%-2.0
Single Wall31233.3%-27.2
Full Fence2020.0%-51.9
Octagon220100.0%+41.1
Half Fence1010.0%-50.6
Low Fence1010.0%-50.6

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
Walls1866.7%62.5%+4.2
No walls425.0%55.3%-30.3

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

Most played opponents, most recent first

花形満 (Rank 33)2026/05/111010.0%
tama (Rank 29)2026/05/111010.0%
Laphroaig10 (Rank 36)2026/05/111010.0%
twinsshine (Rank 26)2026/05/06220100.0%
ロデム (Rank 29)2026/05/062020.0%
あずぱら (Rank 25)2026/04/1632166.7%
MPCリクイド (Rank 26)2026/04/15220100.0%
てーらい (Rank 30)2026/04/1521150.0%
タピる。 (Rank 34)2026/04/15110100.0%
おかし (Rank 33)2026/04/1531233.3%
ぷこ (Rank 26)2026/04/15220100.0%
イイダ (Rank 29)2026/04/1432166.7%
r1s1d8 (Rank 28)2026/04/14110100.0%
KumadaP (Rank 33)2026/04/121010.0%
gondolos (Rank 23)2026/04/12220100.0%

Round openings

Every character

backdash into evade down98.2%
backdash into Full Swing Double Hammer41236P+K76.4%
backdash into Megaton Knuckle43P+K54.5%
backdash into punchP54.5%
Low Knuckle2P32.7%
backdash into Heavy Middle Kick3K+G32.7%
guardG into throw escape32.7%
kickK32.7%
backdash into Toe Kick2K21.8%
backdash into Tsunami Beat3K+G21.8%
backdash into back kick+guard4K+G21.8%
crouch dash back into Hiji'ate6P21.8%
crouch dash back into Middle Hell Stab6P+K21.8%
crouch dash forward into Overblow Shoulder66P+K21.8%
evade up into forward dash21.8%

56 further openings account for the other 58 rounds.

Jeffry

Career
79–64 · 55.2%
This season
12 matches · 83.3%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Full Swing Double Hammer41236P+K714.3%
backdash into Megaton Knuckle43P+K510.2%
Low Knuckle2P36.1%
backdash into evade down36.1%
backdash into punchP36.1%
backdash into Toe Kick2K24.1%
backdash into Tsunami Beat3K+G24.1%
crouch dash back into Middle Hell Stab6P+K24.1%
crouch dash forward into Overblow Shoulder66P+K24.1%
guardG into throw escape24.1%
Elbow Butt6P12.0%
Full Swing Double Hammer41236P+K into forward dash12.0%
Knee Push4K into Knee Push Wild Hook4KP12.0%
Low Knuckle2P into evade down12.0%
Megaton Knuckle43P+K12.0%

13 further openings account for the other 13 rounds.

Taka

Career
215–107 · 66.8%
This season
3 matches · 33.3%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Hiji'ate6P213.3%
kickK213.3%
Morotezuki66P into Morote Tsuppari66PP16.7%
Zangeki33P16.7%
Zangeki33P into guardG16.7%
backdash into evade down16.7%
backdash into kickK16.7%
crouch dash back into Mageryu46P16.7%
crouch dash back into throwP+G16.7%
evade down into Morotezuki66P16.7%
guardG into Hiji'ate6P16.7%
guardG into Mageryu46P16.7%
guardG into evade down16.7%

Aoi

Career
2–3 · 40.0%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down321.4%
Hou'oushu3P17.1%
Ryoushi43P17.1%
backdash into Oushu Hiji'ate6P+KP17.1%
backdash into forward dash17.1%
backward movement into evade down17.1%
backward movement into guardG17.1%
crouch into Gedan Shouda2P17.1%
crouch into Hou'oushu3P17.1%
guardG into crouch17.1%
guardG into throw escape17.1%
kickK17.1%

Wolf

Career
44–19 · 69.8%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Heavy Middle Kick3K+G321.4%
backdash into punchP214.3%
Heavy Middle Kick3K+G17.1%
Screw Hook63214P into Screw Lariat63214PP17.1%
backdash into Heavy Toe Kick4K+G17.1%
backdash into Quick Shoulder66P+K17.1%
backdash into Short Shoulder46P+K17.1%
backdash into evade down17.1%
crouch into Low Drop Kick62K17.1%
evade down into backward movement17.1%
guardG17.1%

Dural

Career
207–88 · 70.2%
This season
3 matches · 0.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into back kick+guard4K+G220.0%
backdash into Ryubikyaku8K110.0%
backdash into Soukyu46P110.0%
backdash into Zensoutai2KK110.0%
backward movement into forward dash110.0%
crouch dash forward into evade down110.0%
evade down into Zensoutai2KK110.0%
forward dash into Dragon Smash Cannon1K110.0%
forward movement into One TwoPP110.0%

Eileen

Career
126–49 · 72.0%
This season
1 matches · 100.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down120.0%
backward movement into Tanhikyaku9K120.0%
backward movement into punchP120.0%
crouch dash forward into Sendantai236K+G120.0%
forward movement into punchP120.0%

Shun

Career
76–29 · 72.4%
This season
1 matches · 0.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P into guardG133.3%
backdash into Kasen Chugeki6P133.3%
evade up into forward dash133.3%

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

  • Jeffry: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Shun: not tested (too few rounds)