VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Eileen

schwein

  • Pai
  • Lau
  • Brad
  • Kage
Career matches611
Career win rate73.5%
Round win rate65.1%
Peak rank41
Distinct opponents151
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1779 #448 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

Eileen4151937714272.6%
Lau3550391178.0%
Pai113225778.1%
Brad3397277.8%
Kage33110100.0%

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

1,003 of 1,001 rounds counted

7.7 inputs a second (461 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.7463912
Pai7.947444
Lau7.847130
Brad3.32008
Kage7.64549

By opponent's character

Wolf8.0479105
Jacky7.947592
Kage7.042189
Aoi7.645481
Lau7.746067
Goh7.645759
Lei Fei7.947464
Akira7.645553
Jean7.847158
Brad7.545253
Shun8.048241
Jeffry7.846839
Lion7.746142
Pai7.947539
Vanessa7.745939
Sarah7.243037
El Blaze7.545124
Taka7.947218
Eileen8.85263

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

Wolf2719870.4%-1.0
Jacky2315865.2%-11.0
Kage23131056.5%-20.9
Aoi2115671.4%+0.1
Lau1711664.7%-3.7
Goh1613381.2%+3.1
Lei Fei168850.0%-15.7
Akira1511473.3%+1.4
Jean1512380.0%+12.0
Brad149564.3%-8.8
Shun1110190.9%+13.8
Jeffry107370.0%+1.0
Lion107370.0%-4.2
Pai10100100.0%+28.2
Vanessa109190.0%+16.7
Sarah990100.0%+27.2
El Blaze65183.3%+11.0
Taka54180.0%-2.3
Eileen110100.0%+30.2

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

Rectangle39261366.7%-7.5
Breakable Full Fence3324972.7%-0.3
Half Fence3325875.8%+5.1
Full Fence31211067.7%-6.5
Open2820871.4%-1.4
Breakable Half Fence2620676.9%+5.8
Single Wall2012860.0%-13.8
Octagon1614287.5%+12.5
Low Fence1512380.0%+11.8
Full Fence and Open87187.5%+13.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17873.0%72.8%+0.2
No walls6369.8%71.8%-1.9

Walls against open: +2.1 points (95% range -12.3 to +16.6), p 0.771 — 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

ピーエス (Rank 39)2026/10/05108280.0%
poco/ぽこ (Rank 38)2026/10/0462433.3%
かべごん (Rank 39)2026/09/2943175.0%
ごうくんまん (Rank 41)2026/09/2942250.0%
jinmenusagi (Rank 42)2026/09/1741325.0%
ゲッパー (Rank 39)2026/09/17330100.0%
せろり☆ (Rank 41)2026/09/163030.0%
デビブル (Rank 42)2026/09/1531233.3%
金色疋殺地蔵 (Rank 42)2026/09/1551420.0%
こば次狼/covajiro (Rank 44)2026/09/144040.0%
指無しライダー (Rank 39)2026/09/1231233.3%
ビルちゃん (Rank 41)2026/09/12330100.0%
えなお (Rank 37)2026/09/1065183.3%
クレウル (Rank 37)2026/09/1032166.7%
こまがわ (Rank 38)2026/09/09440100.0%
みっちー (Rank 41)2026/09/0954180.0%
DJG10159 (Rank 38)2026/09/0531233.3%
ENGLID (Rank 37)2026/09/0531233.3%
佐藤です (Rank 34)2026/09/02440100.0%
黒シャツ (Rank 33)2026/09/02220100.0%
openpen (Rank 31)2026/08/3032166.7%
kanreki-jijii (Rank 22)2026/08/28220100.0%
とおる (Rank 14)2026/08/28330100.0%
うんこブリブリ (Rank 14)2026/08/28330100.0%
Screw_Lariat (Rank 5)2026/08/2554180.0%

Round openings

Every character

Douchu6P12212.9%
Hikou Senshi66K into Hikou Niki6K10210.8%
forward movement into Enkou RensouPP707.4%
forward movement into punchP404.2%
backdash into evade down283.0%
backdash into Enkou Kenka46P242.5%
forward dash into Enkou Toutou3P+K222.3%
Enkou Toutou3P+K212.2%
backdash into Douchu6P212.2%
Fukushinshou2P171.8%
crouch into Enkou Toutou3P+K171.8%
forward movement into kickK171.8%
Hikou Niki6K into kickK141.5%
guardG into Douchu6P141.5%
forward dash into throwP+G131.4%

160 further openings account for the other 406 rounds.

Counted from 245 of the 255 matches played. The rest were not pulled for openings.

Eileen

Career
377–142 · 72.6%
This season
236 matches · 71.2%
Peak rank
41

First hit in 53.2% of 886 rounds. Won 67.7% of the rounds they struck first, 60.5% of the rounds they were struck first.

Significant Tells

  • Against Aoi: waits first in 15.3% of rounds, against 5.7% against everyone else.
  • In round 1: opens with “backdash into evade down” in 5.7% of rounds, against 2.1% in their other rounds.
  • Against Wolf: opens with “forward movement into PP Enkou Rensou” in 20.0% of rounds, against 6.7% against everyone else.
  • On Rectangle stages: opens with “forward movement into P punch” in 13.2% of rounds, against 3.0% on the other stages.

How is this tested?

Douchu6P12213.7%
Hikou Senshi66K into Hikou Niki6K10211.5%
forward movement into Enkou RensouPP707.9%
forward movement into punchP404.5%
backdash into evade down273.0%
backdash into Enkou Kenka46P242.7%
forward dash into Enkou Toutou3P+K222.5%
Enkou Toutou3P+K212.4%
backdash into Douchu6P212.4%
Fukushinshou2P171.9%
crouch into Enkou Toutou3P+K171.9%
forward movement into kickK171.9%
Hikou Niki6K into kickK141.6%
guardG into Douchu6P141.6%
punchP into Enkou RensouPP131.5%

134 further openings account for the other 349 rounds.

Counted from 230 of the 236 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
Kage8–8 · 50%1–2 · 33%too few to test
Jacky10–6 · 62%1–2 · 33%too few to test
Wolf9–5 · 64%4–2 · 67%too few to test

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

6 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?

Pai

Career
25–7 · 78.1%
This season
12 matches · 83.3%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K920.4%
Honshin Soukyaku1K+G613.6%
Hi'en Tankyaku9K into crouch dash forward36.8%
guardG into Hi'en Tankyaku9K36.8%
Hi'en Tankyaku9K into guardG24.5%
Senchuken6P24.5%
Shi'en Settai2K+G24.5%
crouch dash forward into guardG24.5%
crouch into Honshin Soukyaku1K+G24.5%
Danshitsu6K into guardG12.3%
Honshin Soukyaku1K+G into crouch12.3%
Honshin Soukyaku1K+G into evade down12.3%
Honshin Soukyaku1K+G into guardG12.3%
Kochoukyaku4K+G12.3%
backdash into Ensei Toukyaku46K12.3%

7 further openings account for the other 7 rounds.

Lau

Career
39–11 · 78.0%
This season
7 matches · 85.7%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fukko Kensou1P428.6%
backdash into Sako Soushou4P+K214.3%
forward dash into throwP+G214.3%
Chugeki6P17.1%
Fukko Kensou1P into guardG17.1%
Senchutai3K17.1%
crouch dash forward into Junho Chushou33P17.1%
evade down into Kensou4P17.1%
forward dash into Koryu Tenshinkyaku6K+G17.1%

Counted from 3 of the 7 matches played. The rest were not pulled for openings.

Not counted here: Brad, Kage. Their matches were not pulled for openings.

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

  • Eileen: 4 of 15 tests hold up
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)