VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Eileen

Sophitia_CN@bilibili

Career matches499
Career win rate58.9%
Round win rate53.8%
Peak rank33
Distinct opponents98
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1544 #1,710 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

Eileen3349929420558.9%

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

891 of 891 rounds counted

9.2 inputs a second (554 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen9.2554891

By opponent's character

Jeffry9.1546113
Wolf9.4563109
Jacky9.556994
Pai9.054282
Akira9.154682
Aoi9.154558
Vanessa9.254948
Sarah9.355840
Goh9.758137
Jean9.054135
Lau9.355638
Brad9.054332
El Blaze9.456231
Kage9.054219
Shun9.456222
Eileen9.557014
Lion9.356019
Taka9.356113
Lei Fei9.95945

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

Jeffry28181064.3%+17.7
Wolf2718966.7%+16.7
Jacky24111345.8%-13.2
Pai22121054.5%+10.1
Akira1991047.4%-15.7
Aoi1610662.5%+1.1
Vanessa125741.7%-15.7
Sarah106460.0%+9.3
Goh94544.4%-23.8
Jean93633.3%-18.2
Lau94544.4%-17.5
Brad85362.5%+3.3
El Blaze86275.0%+21.3
Kage54180.0%+15.3
Shun54180.0%+10.6
Eileen42250.0%-18.6
Lion42250.0%-17.3
Taka32166.7%-7.9
Lei Fei1010.0%-40.4

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

Half Fence31201164.5%+7.5
Octagon29141548.3%-11.3
Rectangle2718966.7%+11.6
Low Fence23101343.5%-19.1
Open21111052.4%-0.6
Single Wall2014670.0%+10.8
Full Fence1881044.4%-7.5
Breakable Full Fence1714382.3%+36.3
Breakable Half Fence1771041.2%-12.8
Full Fence and Open127558.3%-2.9

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13958.3%55.1%+3.1
No walls6454.7%57.9%-3.3

Walls against open: +6.4 points (95% range -9.5 to +22.3), p 0.432 — 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

TAPIOKA (Rank 32)2026/08/2441325.0%
방가방가 (Rank 32)2026/08/2431233.3%
黒シャツ (Rank 32)2026/08/2431233.3%
motor_colt61 (Rank 33)2026/08/243030.0%
windowkhs (Rank 29)2026/08/2442250.0%
KillBill (Rank 30)2026/08/2431233.3%
ps-splitsecond (Rank 33)2026/08/2431233.3%
nanami.madogiwa (Rank 32)2026/08/211331023.1%
shana-vf44 (Rank 28)2026/08/2132166.7%
くりたろう (Rank 38)2026/08/2193633.3%
sinsig22 (Rank 28)2026/08/1832166.7%
都筑まもる君 (Rank 34)2026/08/18149564.3%
kouhex (Rank 27)2026/07/2532166.7%
Akishin-0313 (Rank 29)2026/07/0265183.3%
Side_mountain-n (Rank 31)2026/06/2421150.0%
umiyama_kai (Rank 32)2026/06/2452340.0%
BANANA (Rank 29)2026/06/2442250.0%
chamayan223 (Rank 25)2026/06/2032166.7%
雷電 (Rank 30)2026/06/2032166.7%
rosenkim (Rank 29)2026/06/2032166.7%
μ (Rank 26)2026/06/152020.0%
tmo555 (Rank 23)2026/06/1453260.0%
dojoGR (Rank 18)2026/06/14440100.0%
ancient_vf_child (Rank 20)2026/06/1362433.3%
gigimatsumoto (Rank 16)2026/06/10440100.0%

Round openings

Eileen

Career
294–205 · 58.9%
This season
223 matches · 56.0%
Peak rank
33

First hit in 55.1% of 890 rounds. Won 54.3% of the rounds they struck first, 53.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 29.1% of rounds, against 17.7% in their other rounds.
  • Against Akira: moves in first in 39.0% of rounds, against 18.7% against everyone else.
  • On Rectangle stages: attacks straight away in 59.6% of rounds, against 34.0% on the other stages.
  • After winning a round: attacks straight away in 48.0% of rounds, against 33.1% after losing one.
  • On Rectangle stages: opens with “P punch” in 19.3% of rounds, against 3.6% on the other stages.
  • After landing the first hit of the round before: opens with “P punch into PP Enkou Rensou” in 8.0% of rounds, against 5.8% after being hit first.

How is this tested?

backdash into evade up9110.2%
punchP into Enkou RensouPP576.4%
backdash into Kesshi Hanbi46K+G536.0%
backdash into Enkou Kenka46P525.8%
punchP485.4%
Enkou RensouPP into Rensou HekizanPPP404.5%
crouch dash forward into guardG353.9%
crouch dash forward into Enkou Toutou3P+K323.6%
Zensoutai2K+G into Zensou Senpu2K+GK313.5%
backdash into punchP252.8%
crouch into Sokutantai3K182.0%
Enkou Kenka46P161.8%
forward movement into punchP151.7%
Rigou TenshintaiK+G141.6%
crouch dash forward into punchP131.5%

137 further openings account for the other 351 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry10–6 · 62%6–4 · 60%too few to test
Wolf14–7 · 67%4–2 · 67%too few to test
Jacky7–9 · 44%3–4 · 43%too few to test
Pai8–7 · 53%3–1 · 75%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.

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 (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: 6 of 15 tests hold up