VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

JerryMouse1940

  • Aoi
  • Sarah
Career matches3,018
Career win rate52.8%
Round win rate49.7%
Peak rank36
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1710 #757 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

Eileen351,90298292051.6%
Aoi3694449345152.2%
Sarah331721175568.0%

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

348 of 590 rounds counted

6.1 inputs a second (366 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.1368220
Sarah6.0362109
Eileen6.237419

By opponent's character

Akira6.539026
Sarah5.935652
Jeffry5.935422
Vanessa5.633721
Jacky6.941429
Brad6.438325
Goh5.935223
Jean6.136612
El Blaze6.136422
Kage6.237027
Lion6.538813
Lei Fei5.633623
Wolf6.035919
Aoi5.835022
Pai6.74029
Lau6.03583

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

Akira25151060.0%+11.9
Sarah1871138.9%-13.1
Jeffry131127.7%-44.1
Vanessa125741.7%-1.9
Jacky106460.0%+10.9
Brad96366.7%+25.2
Goh96366.7%+18.5
Jean94544.4%+5.1
El Blaze74357.1%+6.6
Kage74357.1%+8.5
Lion75271.4%+19.5
Lei Fei62433.3%-7.0
Wolf61516.7%-42.5
Aoi53260.0%+1.5
Pai21150.0%+12.4
Lau1010.0%-36.4
Shun110100.0%+51.0

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

Octagon20101050.0%+0.4
Half Fence1981142.1%-10.5
Breakable Half Fence1881044.4%-7.1
Full Fence1710758.8%+10.8
Low Fence1761135.3%-14.4
Rectangle135838.5%-7.1
Breakable Full Fence107370.0%+21.0
Full Fence and Open104640.0%-1.7
Single Wall105550.0%+8.0
Open42250.0%+5.0

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
Walls9749.5%49.5%-0.1
No walls3141.9%45.9%-4.0

Walls against open: +3.9 points (95% range -16.6 to +24.4), p 0.710 — 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

おむすび山▲かずkaz_kcj (Rank 36)2026/09/0731233.3%
LEO (Rank 31)2026/09/07550100.0%
Sinabro (Rank 30)2026/08/28220100.0%
MickeyYanai (Rank 32)2026/08/2832166.7%
FreddieKing (Rank 35)2026/08/2831233.3%
マンジャロ打ちたい (Rank 33)2026/08/2852340.0%
ばねばば (Rank 32)2026/07/26220100.0%
ekd (Rank 33)2026/07/2621150.0%
RUSH (Rank 36)2026/07/2631233.3%
ぶひっサ (Rank 37)2026/07/2631233.3%
どろパイ (Rank 34)2026/07/262020.0%
ルビーロマン葵 (Rank 32)2026/07/0552340.0%
Hi:D (Rank 35)2026/07/0521150.0%
ふぇに (Rank 33)2026/06/0932166.7%
NEWTYPE (Rank 37)2026/05/3132166.7%
うさまるちょぴー (Rank 32)2026/05/3131233.3%
じゃんぬ兄(公認) (Rank 35)2026/05/0953260.0%
Lidly (Rank 37)2026/05/092020.0%
紺若 (Rank 35)2026/03/3032166.7%
interceptor (Rank 38)2026/03/30115645.5%
くりたろう (Rank 38)2026/03/2851420.0%
패치노트설명좀똑바로... (Rank 38)2026/03/2832166.7%
ラーメソマソ (Rank 36)2026/03/282020.0%
바블검크라이시스 (Rank 33)2026/03/28220100.0%
しろ/Shiro (Rank 34)2026/03/284040.0%

Round openings

Every character

forward dash into guardG6210.5%
Ouda6P+K498.3%
guardG376.3%
crouch dash forward into evade down355.9%
kickK into punchP223.7%
forward dash into punchP162.7%
Rising Elbow6P152.5%
evade down into guardG111.9%
punchP101.7%
forward dash into Raijinha6K91.5%
Hou'oushu3P81.4%
evade down into forward dash81.4%
evade up into crouch dash forward81.4%
offensive move81.4%
Maegeri3K71.2%

167 further openings account for the other 286 rounds.

Aoi

Career
493–451 · 52.2%
This season
115 matches · 41.7%
Peak rank
36

First hit in 45.9% of 460 rounds. Won 52.6% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

  • Against Akira: attacks straight away in 54.3% of rounds, against 35.9% against everyone else.
  • Against Sarah: opens with “forward dash into G guard” in 26.8% of rounds, against 10.6% against everyone else.

How is this tested?

forward dash into guardG5812.5%
Ouda6P+K4910.6%
guardG306.5%
crouch dash forward into evade down224.8%
kickK into punchP183.9%
forward dash into punchP153.2%
evade down into guardG102.2%
forward dash into Raijinha6K91.9%
Hou'oushu3P81.7%
offensive move81.7%
Maegeri3K71.5%
Namigaeshi64P+K71.5%
Ryoushi43P71.5%
evade down into forward dash71.5%
Chudan Hiji'ate6P61.3%

115 further openings account for the other 202 rounds.

Sarah

Career
117–55 · 68.0%
This season
27 matches · 74.1%
Peak rank
33

First hit in 44.0% of 109 rounds. Won 58.3% of the rounds they struck first, 68.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rising Elbow6P1513.8%
crouch dash forward into evade down1311.9%
guardG65.5%
evade up into crouch dash forward54.6%
kickK into punchP43.7%
backdash into evade down32.8%
evade up into crouch dash back32.8%
forward dash into guardG32.8%
punchP32.8%
Serpent Toe Kick2P+K21.8%
Valkyrie Flight9K+G into Sword Slash9K+GK21.8%
backdash into Leg Slicer2K+G21.8%
crouch dash back into evade down21.8%
crouch dash forward into punchP21.8%
punchP into Squat Straight2P21.8%

42 further openings account for the other 42 rounds.

Eileen

Career
982–920 · 51.6%
This season
5 matches · 60.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Enkou Toutou3P+K210.5%
forward dash into Sokutantai3K210.5%
Enkou Tekitou1P+K15.3%
Jinraishou6P+K into ZenkuhonP+K15.3%
Sokutantai3K15.3%
Soumensou4P into Juji Kimensou4PP15.3%
backdash into evade up15.3%
crouch dash back into Juji Honsentai214K+G15.3%
crouch dash forward into Ribyou Hoso43P+K15.3%
crouch dash forward into Zensou Senpu2K+GK15.3%
forward dash into Ribyou Hoso43P+K15.3%
forward dash into guardG15.3%
forward dash into punchP15.3%
guardG15.3%
guardG into Enkou Tekitou1P+K15.3%

2 further openings account for the other 2 rounds.

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

  • Aoi: 2 of 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Eileen: not tested (too few rounds)