VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

CamelotBot

  • Eileen
  • Kage
  • Aoi
Career matches758
Career win rate67.9%
Round win rate58.6%
Peak rank30
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1671 #941 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

Pai3037424912566.6%
Eileen292151496669.3%
Aoi27109793072.5%
Kage2460382263.3%

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

244 of 447 rounds counted

6.5 inputs a second (392 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.8406128
Eileen6.941535
Kage5.834839
Aoi6.237542

By opponent's character

Akira6.438514
Sarah6.639523
Kage6.538847
Shun5.834826
Jeffry7.243027
Lion7.54504
Brad6.136324
Dural6.539219
El Blaze6.740017
Eileen6.740413
Jean7.142712
Lau7.84676
Pai6.74025
Goh6.23697

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

Akira159660.0%-11.4
Sarah158753.3%-16.0
Kage128466.7%+19.9
Shun129375.0%+15.8
Jeffry104640.0%-27.9
Jacky73442.9%-7.7
Lion74357.1%-2.0
Brad65183.3%+20.6
Dural550100.0%+24.3
El Blaze440100.0%+28.4
Eileen31233.3%-64.2
Jean31233.3%-29.8
Lau31233.3%-25.9
Pai330100.0%+32.4
Goh220100.0%+20.4
Lei Fei220100.0%+24.5
Taka220100.0%+17.8
Vanessa220100.0%+42.0

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

Single Wall2114766.7%+1.9
Half Fence1713476.5%+17.7
Octagon159660.0%-23.4
Full Fence139469.2%+3.1
Breakable Half Fence129375.0%+5.7
Low Fence94544.4%-24.0
Rectangle87187.5%+27.3
Breakable Full Fence73442.9%-4.8
Open43175.0%+27.1
Full Fence and Open1010.0%-59.3

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
Walls7269.4%66.4%+3.0
No walls3461.8%63.6%-1.8

Walls against open: +4.8 points (95% range -19.8 to +29.5), p 0.700 — 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

Johnnybwai (Rank 26)2026/09/15440100.0%
itrap (Rank 31)2026/08/2598188.9%
xenon335 (Rank 34)2026/07/2574357.1%
Enemyunit (Rank 23)2026/07/14550100.0%
ayua0416 (Rank 12)2026/07/1462433.3%
justaname00 (Rank 33)2026/07/122020.0%
Kitetsu (Rank 27)2026/06/272020.0%
Digimon (Rank 27)2026/06/2784450.0%
LethalLegendK (Rank 28)2026/06/2751420.0%
SDVF|JINXHAND (Rank 30)2026/06/162020.0%
FatTarma (Rank 22)2026/06/1654180.0%
H.P.Starcraft (Rank 27)2026/06/12550100.0%
CookiesMcsalsa (Rank 17)2026/06/12220100.0%
JAWattack (Rank 27)2026/06/0531233.3%
BearPrincess420 (Rank 23)2026/06/05220100.0%
Jiikae (Rank 27)2026/05/11440100.0%
legendaryhero (Rank 31)2026/05/1171614.3%
Kingbison (Rank 27)2026/05/10220100.0%
alteredbeast (Rank 21)2026/05/1063350.0%
Frankster35 (Rank 26)2026/05/0532166.7%
illa_NoiZe (Rank 27)2026/04/21330100.0%
NekMasters (Rank 22)2026/03/31220100.0%
Cooljerk (Rank 23)2026/03/31330100.0%
GyantSpyder (Rank 18)2026/03/26220100.0%
AAmateur (Rank 24)2026/03/2664266.7%

Round openings

Every character

Ensei Haijinkyaku7K+G into backdash408.8%
Douchu6P into Jouho Chu'un6PP398.6%
Hansenpu44K into Touku Kouhaikyaku44KK398.6%
evade up into kickK296.4%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK224.8%
Rigou TenshintaiK+G184.0%
Tenchi In'youP+K+G163.5%
crouch into down-back kick1K163.5%
crouch into Honshin Soukyaku1K+G153.3%
Ensei Haijinkyaku7K+G122.6%
Kousokuhon7K+G into backdash112.4%
Kousokuhon7K+G into guardG112.4%
evade up102.2%
Ensei Haijinkyaku7K+G into backward movement92.0%
Ensei Haijinkyaku7K+G into guardG92.0%

65 further openings account for the other 159 rounds.

Pai

Career
249–125 · 66.6%
This season
51 matches · 52.9%
Peak rank
30

First hit in 52.2% of 203 rounds. Won 48.1% of the rounds they struck first, 58.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G into backdash4019.2%
Hansenpu44K into Touku Kouhaikyaku44KK3918.8%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK2210.6%
crouch into down-back kick1K167.7%
crouch into Honshin Soukyaku1K+G157.2%
Ensei Haijinkyaku7K+G125.8%
Ensei Haijinkyaku7K+G into backward movement94.3%
Ensei Haijinkyaku7K+G into guardG94.3%
evade up into kickK83.9%
Ensei Haijinkyaku7K+G into evade up41.9%
Soukasui3P into Souka Senpukyaku3PK41.9%
down-back kick1K41.9%
evade up into Hi'en Rekkyaku9KK41.9%
backward movement into kickK31.4%
kickK31.4%

14 further openings account for the other 16 rounds.

Eileen

Career
149–66 · 69.3%
This season
31 matches · 71.0%
Peak rank
29

First hit in 48.8% of 121 rounds. Won 62.7% of the rounds they struck first, 58.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Douchu6P into Jouho Chu'un6PP3930.9%
Rigou TenshintaiK+G1814.3%
Kousokuhon7K+G into backdash118.7%
Kousokuhon7K+G into guardG118.7%
Kousokuhon7K+G into evade up97.1%
Kousokuhon7K+G86.3%
Jouho Chu'un6PP into Geimen Senpu6PPK54.0%
crouch into Honshin Kousoutai3K+G43.2%
Kousokuhon7K+G into backward movement32.4%
Rigou TenshintaiK+G into crouch32.4%
Rigou TenshintaiK+G into Tanhikyaku9K21.6%
Rigou TenshintaiK+G into evade up21.6%
crouch into down-back kick+guard1K+G21.6%
evade down into guardG21.6%
Honshin Senputai6K+G into crouch10.8%

6 further openings account for the other 6 rounds.

Kage

Career
38–22 · 63.3%
This season
18 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into kickK2129.2%
kickK68.3%
Sokuten44P+K+G into Hagakure-ryu In Shippujin4P+K+G45.6%
punchP into ResshouPP45.6%
Rakuyou Senpudan8P+K34.2%
crouch into Jibashiri1K34.2%
evade up34.2%
evade up into Hagakure-ryu In Shippujin4P+K+G34.2%
punchP34.2%
Jibashiri1K22.8%
Jibashiri1K into guardG22.8%
Ryubigeri4KK into Tenshin Agokudaki4KKK22.8%
crouch into down-back kick+guard1K+G22.8%
evade up into Kodachinuki4K22.8%
evade up into backdash22.8%

9 further openings account for the other 10 rounds.

Aoi

Career
79–30 · 72.5%
This season
13 matches · 92.3%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G1632.6%
Sou'unha66K into Raijinha6K816.3%
Sou'unha66K into Kumogeri6KK612.2%
evade up510.2%
crouch into Ogamigeri4K+G24.1%
evade up into backdash24.1%
guardG24.1%
guardG into crouch24.1%
Ogamigeri4K+G into guardG12.0%
crouch into Kusanagi2K+G12.0%
crouch into back, down-back punch+kick41P+K12.0%
down-back kick+guard1K+G12.0%
evade up into Sou'unha66K12.0%
evade up into forward dash12.0%

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

  • Pai: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Aoi: not tested (too few rounds)