VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

XydeL

  • Dural
  • Lion
  • El Blaze
  • Taka
Career matches4,746
Career win rate50.7%
Round win rate48.0%
Peak rank28
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1460 #2,262 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

Eileen281,82694987752.0%
Lion271,26362563849.5%
Taka2798748350448.9%
Dural2851026324751.6%
El Blaze2385414448.2%
Pai—75443158.7%

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

418 of 666 rounds counted

7.3 inputs a second (438 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.0418159
Dural7.8470117
Lion7.545074
Taka6.941768

By opponent's character

Akira7.243093
Wolf8.249048
Jacky6.740223
Aoi7.243435
Jean6.538921
Pai7.042223
El Blaze7.344034
Goh7.645325
Jeffry7.846623
Sarah7.746236
Lion7.042222
Shun7.042014
Kage6.740314
Lau6.63944
Dural6.84093

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

Akira31171454.8%+7.5
Wolf147750.0%+4.5
Jacky134930.8%-15.2
Aoi125741.7%-16.4
Jean128466.7%+29.2
Pai124833.3%-12.8
El Blaze115645.5%+2.3
Goh93633.3%-12.2
Jeffry93633.3%-12.6
Sarah98188.9%+30.6
Lion73442.9%-7.3
Shun73442.9%-4.4
Kage62433.3%-9.3
Eileen41325.0%-17.2
Lei Fei41325.0%-14.6
Lau220100.0%+35.6
Vanessa21150.0%-17.6
Brad110100.0%+51.9
Dural110100.0%+32.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Half Fence21101147.6%+6.0
Octagon2113861.9%+13.3
Breakable Half Fence2012860.0%+11.3
Rectangle1951426.3%-21.6
Low Fence189950.0%-2.3
Breakable Full Fence1741323.5%-22.1
Full Fence147750.0%-1.6
Single Wall134930.8%-19.2
Open75271.4%+36.7
Full Fence and Open53260.0%+4.0

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
Walls11245.5%47.0%-1.5
No walls3847.4%47.9%-0.6

Walls against open: -0.9 points (95% range -21.0 to +19.1), p 0.928 — 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

pallmtree (Rank 29)2026/09/1732166.7%
なっちゃんねる (Rank 25)2026/09/1742250.0%
ryu2811 (Rank 27)2026/09/1752340.0%
RENCYZOMB13 (Rank 27)2026/09/1731233.3%
temp002 (Rank 30)2026/09/173030.0%
カプリッチョ (Rank 26)2026/09/17330100.0%
SpaceKnight (Rank 26)2026/09/17440100.0%
kazu (Rank 30)2026/09/1731233.3%
hexa-RAh (Rank 27)2026/09/163030.0%
Recordingthematch (Rank 24)2026/09/0654180.0%
eastrun (Rank 30)2026/09/0632166.7%
game_uver (Rank 27)2026/09/0631233.3%
kkotgerang (Rank 30)2026/06/2831233.3%
イチゲン (Rank 29)2026/05/222020.0%
要你命3000 (Rank 24)2026/05/22220100.0%
雷電 (Rank 30)2026/05/2231233.3%
三輪ですが@SRGM (Rank 26)2026/05/21330100.0%
入れ込むかもしれない (Rank 27)2026/05/21330100.0%
TERA (Rank 26)2026/04/193030.0%
kuni_sato (Rank 29)2026/04/0821150.0%
BL-801 (Rank 24)2026/04/0241325.0%
暴れん棒2nd (Rank 24)2026/03/31220100.0%
La@Stea☆ (Rank 24)2026/03/312020.0%
てーらい (Rank 30)2026/03/3141325.0%
hahaha (Rank 26)2026/03/3131233.3%

Round openings

Every character

punchP into Enkou RensouPP406.0%
punchP304.5%
Kousokuhon7K+G284.2%
punchP into kickK274.0%
backdash into Tanhikyaku9K172.5%
Goku Shicchi (Interrupt Moves)6P+K+G into Zensou Senpu2K+GK142.1%
forward dash into Tanhikyaku142.1%
offensive move131.9%
Morotezuki66P into Morote Tsuppari66PP121.8%
Hi'en Tankyaku9K111.6%
Senkyutai1K111.6%
down kick+guard2K+G111.6%
Douchu6P101.5%
backdash into Senshippo66P101.5%
crouch dash back into High Spin Kick1PK101.5%

196 further openings account for the other 412 rounds.

Eileen

Career
949–877 · 52.0%
This season
59 matches · 49.1%
Peak rank
28

First hit in 52.1% of 242 rounds. Won 54.8% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Enkou RensouPP4016.5%
Kousokuhon7K+G2811.6%
backdash into Tanhikyaku9K177.0%
Goku Shicchi (Interrupt Moves)6P+K+G into Zensou Senpu2K+GK145.8%
forward dash into Tanhikyaku9K135.4%
Douchu6P104.1%
Fukushinshou2P83.3%
Touku Geimentai4K+G into Renkan Sententai4K+GK83.3%
punchP into Douchu6P72.9%
forward dash into Douchu6P62.5%
punchP into kickK62.5%
Tenshin Rinheki1P into Rinheki Hairen1PK52.1%
Enkou Nyudou214P+K41.6%
Goku Senshin (Deflect)4P+K+G into punchP41.6%
Tanhikyaku9K41.6%

43 further openings account for the other 68 rounds.

Dural

Career
263–247 · 51.6%
This season
38 matches · 57.9%
Peak rank
28

First hit in 48.4% of 155 rounds. Won 50.7% 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?

Hi'en Tankyaku9K117.1%
down kick+guard2K+G117.1%
crouch dash back into High Spin Kick1PK106.5%
punchP into Punch High KickPK106.5%
Somersault Kick7K into Somersault Zwei7KK95.8%
Rising Elbow6P85.2%
down, down-forward, forward punch+kick236P+K85.2%
down-forward punch+kick3P+K74.5%
punchP74.5%
backdash into Nakageri3K42.6%
crouch dash back into Slant Back Knuckle1P42.6%
Slant Back Knuckle1P into High Spin Kick1PK31.9%
Stop Kick4K into forward movement31.9%
backdash into backward movement31.9%
backdash into punchP31.9%

42 further openings account for the other 54 rounds.

Lion

Career
625–638 · 49.5%
This season
27 matches · 44.4%
Peak rank
27

First hit in 51.9% of 104 rounds. Won 38.9% of the rounds they struck first, 52.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senkyutai1K1110.1%
backdash into Senshippo66P109.2%
punchP98.3%
punchP into kickK87.3%
Juchou Senshou8P+K76.4%
punchP into In'you4P65.5%
Banchu6P54.6%
Shicchi Soutai3K+G43.7%
Kousoutai2K+G32.8%
punchP into Touho Soushu2P+K32.8%
Senputai8K21.8%
evade up into backdash21.8%
offensive move21.8%
punchP into Koushu RensuiPP21.8%
Banchu6P into crouch dash forward10.9%

34 further openings account for the other 34 rounds.

El Blaze

Career
41–44 · 48.2%
This season
24 matches · 45.8%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK1010.8%
Fade Roll Kick7K into forward movement88.6%
Backswing Rocket1P+K66.5%
backdash into Shadow Lance66K66.5%
punchP66.5%
Low Drop Kick1K+G55.4%
Hammer Smash46P+K44.3%
kickK33.2%
offensive move33.2%
Demon Dance9P+K into Demon's Tail9P+KK22.1%
Fade Roll Kick7K22.1%
Head Smash Kick46K into forward movement22.1%
Middle Kick3K22.1%
Rocket Discharge6P+K+G into Cartwheel Kick9K+G22.1%
Rocket Discharge6P+K+G into Low Drop Kick1K+G22.1%

26 further openings account for the other 30 rounds.

Taka

Career
483–504 · 48.9%
This season
18 matches · 27.8%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P into Morote Tsuppari66PP1216.9%
backdash into Kachi'age33P+K68.4%
punchP68.4%
Sokubi Otoshi41236P57.0%
Hiji'ate6P45.6%
offensive move45.6%
Ao'oni Midaremage214P+K34.2%
crouch into Tsuyubarai 22P+KP34.2%
backdash into Morote Tsuppari66PP22.8%
backdash into evade down22.8%
crouch dash back into Takatsumehashi3P+K22.8%
Agyou4P+K+G11.4%
Kirikabu Kudaki1P+K11.4%
Kumoyaburi4P+K11.4%
Morotezuki66P11.4%

18 further openings account for the other 18 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Eileen: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Taka: not tested (too few rounds)