VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

FoooooL

Career matches7,234
Career win rate49.9%
Round win rate48.7%
Peak rank37
Distinct opponents239
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1707 #771 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

Eileen377,2343,6093,62549.9%

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

3,136 of 3,790 rounds counted

7.9 inputs a second (472 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.94723,136

By opponent's character

Jacky8.0478427
Akira7.8468355
Kage7.6458306
Sarah7.7464216
El Blaze8.1486207
Goh8.3496194
Lau7.7464160
Jeffry8.1486108
Wolf8.4505172
Pai7.7464159
Aoi7.7461163
Jean8.0477114
Lion7.6458102
Vanessa7.6456117
Shun8.0482133
Brad7.6456122
Lei Fei7.444542
Taka7.544916
Dural7.645616
Eileen8.04807

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

Jacky124596547.6%-3.2
Akira100406040.0%-7.5
Kage78334542.3%-2.8
Sarah67244335.8%-7.8
El Blaze63303347.6%-2.1
Goh55282750.9%+3.6
Lau55253045.5%-3.9
Jeffry50242648.0%-1.1
Wolf47281959.6%+13.8
Pai42261661.9%+15.5
Aoi40202050.0%+4.5
Jean40202050.0%+3.0
Lion40211952.5%+1.2
Vanessa37231462.2%+13.0
Shun36181850.0%+5.8
Brad32131940.6%-9.1
Lei Fei1441028.6%-24.7
Taka107370.0%+25.4
Dural43175.0%+33.0
Eileen2020.0%-47.9

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 would by chance alone.

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 Half Fence121576447.1%-1.7
Open106475944.3%-2.3
Breakable Full Fence104545051.9%+7.5
Full Fence102564654.9%+5.5
Octagon91395242.9%-4.5
Rectangle87444350.6%+3.8
Low Fence84364842.9%-4.8
Half Fence81354643.2%-6.3
Single Wall81433853.1%+5.8
Full Fence and Open40142635.0%-11.6

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls58648.6%47.8%+0.8
No walls27146.5%47.1%-0.6

Walls against open: +1.4 points (95% range -6.1 to +9.0), p 0.711 — 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

LEO (Rank 36)2026/10/1627161159.3%
ヘニオ (Rank 34)2026/10/0882625.0%
Phrazes_For_The_Young (Rank 35)2026/10/061531220.0%
らうらう (Rank 35)2026/10/03125741.7%
Aki (Rank 33)2026/10/031221016.7%
五寸釘くん (Rank 35)2026/09/291511473.3%
RUSH (Rank 38)2026/09/291921710.5%
漂泊の民回線ジプシー (Rank 38)2026/09/1821101147.6%
みんみんさん (Rank 35)2026/09/15138561.5%
ゲッパー (Rank 33)2026/09/1495455.6%
都筑まもる君 (Rank 34)2026/09/1096366.7%
佐藤です (Rank 35)2026/09/05139469.2%
a.k.aとりてん (Rank 37)2026/09/0294544.4%
ぷこ (Rank 35)2026/08/3195455.6%
Umemon2026 (Rank 36)2026/08/29113827.3%
abcdkazu1986 (Rank 35)2026/08/2784450.0%
★闘将拉麵男★ (Rank 36)2026/08/18158753.3%
interceptor (Rank 34)2026/07/3124101441.7%
マーウォ (Rank 38)2026/07/30114736.4%
どっせ (Rank 37)2026/07/29103730.0%
タピる。 (Rank 36)2026/07/2996366.7%
やまだ.com (Rank 36)2026/07/26114736.4%
lapislazuli (Rank 38)2026/07/10104640.0%
ふぇに (Rank 33)2026/07/052011955.0%
fwnd1396 (Rank 32)2026/06/06124833.3%

Round openings

Eileen

Career
3,609–3,625 · 49.9%
This season
936 matches · 47.6%
Peak rank
37

First hit in 53.5% of 3,654 rounds. Won 51.8% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 49.0% of rounds, against 31.1% in their other rounds.
  • Against Lion: waits first in 13.0% of rounds, against 5.2% against everyone else.
  • On Half Fence stages: waits first in 8.7% of rounds, against 5.0% on the other stages.
  • After opening the round before by evading: evades first in 11.9% of rounds, against 2.6% after anything else.
  • After the opponent opened the round before by attacking: backs off first in 37.2% of rounds, against 30.9% after anything else.
  • When behind: attacks straight away in 34.4% of rounds, against 28.8% when ahead or level.
  • In round 1: opens with “6P Douchu” in 18.0% of rounds, against 9.9% in their other rounds.
  • Against Wolf: opens with “backdash into 46P Enkou Kenka” in 20.0% of rounds, against 9.1% against everyone else.
  • On Breakable Full Fence stages: opens with “forward movement into P punch” in 14.9% of rounds, against 11.3% on the other stages.
  • After opening the round before with “3K+G Honshin Kousoutai”: opens with “6P Douchu” in 15.6% of rounds, against 9.4% after anything else.
  • After the opponent opened the round before with “backdash into G guard”: opens with “3K+G Honshin Kousoutai” in 20.9% of rounds, against 5.7% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 14.4% of rounds, against 10.0% after losing one.
  • When behind: opens with “3K+G Honshin Kousoutai” in 7.0% of rounds, against 4.8% when ahead or level.

How is this tested?

Douchu6P43811.9%
forward movement into punchP43711.8%
backdash into Enkou Kenka46P3589.7%
forward movement into Enkou RensouPP2787.5%
Honshin Kousoutai3K+G2697.3%
backdash into evade up1644.4%
forward movement into Rensou HekizanPPP1243.4%
backdash into offensive move1052.9%
Enkou Toutou3P+K511.4%
backdash into guardG471.3%
backdash into evade down431.2%
Hikou Bokushoku9P401.1%
Hikou Niki6K401.1%
crouch into Fukushinshou2P401.1%
Enkou Toutou3P+K into guardG391.1%

290 further openings account for the other 1,217 rounds.

Counted from 909 of the 936 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky38–41 · 48%18–18 · 50%-2.6
Akira27–37 · 42%9–18 · 33%too few to test
Kage17–23 · 42%13–14 · 48%too few to test
Sarah11–23 · 32%8–16 · 33%too few to test
El Blaze21–22 · 49%6–9 · 40%too few to test
Goh18–18 · 50%7–7 · 50%too few to test
Lau16–14 · 53%6–12 · 33%too few to test
Jeffry15–16 · 48%7–6 · 54%too few to test
Wolf16–13 · 55%10–3 · 77%too few to test
Pai14–9 · 61%5–3 · 62%too few to test
Jean8–16 · 33%12–3 · 80%too few to test
Lion15–12 · 56%2–4 · 33%too few to test
Aoi14–12 · 54%2–4 · 33%too few to test
Vanessa15–8 · 65%5–4 · 56%too few to test
Shun9–13 · 41%7–2 · 78%too few to test
Brad9–11 · 45%4–7 · 36%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

27 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

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 (16 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: 13 of 16 tests hold up