VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Eileen

junicue

Career matches2,541
Career win rate51.3%
Round win rate48.0%
Peak rank34
Distinct opponents124
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1596 #1,375 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

Eileen342,5411,3041,23751.3%

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

1,280 of 1,396 rounds counted

6.9 inputs a second (411 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen6.94111,280

By opponent's character

Jean6.9412173
Wolf7.3440127
Akira7.0421111
Jeffry7.343592
Brad6.740483
Sarah6.438793
El Blaze6.841153
Jacky6.639684
Pai6.639879
Aoi6.740173
Lau6.941263
Goh6.941440
Kage6.538847
Shun6.941652
Vanessa7.243042
Lei Fei6.438532
Lion7.041830
Eileen6.94123
Taka6.03613

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

Jean42212150.0%+8.3
Wolf31151648.4%+2.2
Akira29171258.6%+5.2
Jeffry2820871.4%+22.4
Brad24101441.7%-4.4
Sarah24111345.8%-2.0
El Blaze2215768.2%+20.8
Jacky22101245.5%-1.9
Pai2181338.1%-7.8
Aoi1881044.4%-5.0
Lau1551033.3%-7.0
Goh136746.1%+5.0
Kage123925.0%-22.6
Shun124833.3%-18.9
Vanessa102820.0%-25.5
Lei Fei73442.9%+6.0
Lion7070.0%-41.2
Eileen1010.0%-47.1
Taka1010.0%-37.6

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

Octagon47252253.2%+6.9
Breakable Full Fence41162539.0%-12.4
Open35181751.4%+1.1
Full Fence34161847.1%+2.2
Low Fence33171651.5%+5.5
Single Wall32171553.1%+7.0
Half Fence28131546.4%-0.2
Rectangle28111739.3%-3.7
Breakable Half Fence24121250.0%+5.7
Full Fence and Open134930.8%-12.7

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20246.0%46.4%-0.4
No walls10052.0%48.0%+4.0

Walls against open: -4.4 points (95% range -16.1 to +7.4), p 0.467 — 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

pizaman (Rank 33)2026/10/154040.0%
きよ丸 (Rank 35)2026/10/1563350.0%
gimoring (Rank 29)2026/10/1541325.0%
guigui8393 (Rank 36)2026/10/13124833.3%
鳩男 (Rank 31)2026/10/13440100.0%
獣王(設定2) (Rank 31)2026/10/0954180.0%
MaBoy (Rank 35)2026/10/0962433.3%
NTK_BLACK (Rank 32)2026/10/0972528.6%
rosenkim (Rank 32)2026/10/0685362.5%
elf4sale (Rank 31)2026/10/0463350.0%
お~ちゃん (Rank 34)2026/10/0273442.9%
kampfarkz (Rank 34)2026/10/0241325.0%
PacNeemius (Rank 32)2026/09/2643175.0%
jiwoonpk (Rank 32)2026/09/26147750.0%
かくちゃ (Rank 31)2026/09/2651420.0%
tamaneen (Rank 29)2026/09/2654180.0%
calmknight[냠냠] (Rank 30)2026/09/2554180.0%
abcdkazu1986 (Rank 35)2026/09/24115645.5%
ふぇに (Rank 33)2026/09/1754180.0%
pallmtree (Rank 30)2026/09/1252340.0%
カイMk.2 (Rank 33)2026/09/1062433.3%
黒シャツ (Rank 33)2026/09/0882625.0%
banbal/バンバル (Rank 36)2026/08/28104640.0%
BokmyeonDaro (Rank 31)2026/03/3086275.0%
이지제이 (Rank 30)2026/03/3074357.1%

Round openings

Eileen

Career
1,304–1,237 · 51.3%
This season
339 matches · 46.6%
Peak rank
34

First hit in 50.9% of 1,178 rounds. Won 49.8% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • Against Kage: waits first in 18.2% of rounds, against 6.4% against everyone else.
  • After opening the round before by waiting: waits first in 15.4% of rounds, against 5.3% after anything else.
  • In round 2: opens with “4K Hairenkyaku” in 6.2% of rounds, against 2.8% in their other rounds.
  • Against Wolf: opens with “6P Douchu into 6PP Jouho Chu'un” in 12.5% of rounds, against 4.3% against everyone else.
  • After winning a round: opens with “forward movement into P punch” in 15.3% of rounds, against 6.9% after losing one.

How is this tested?

backdash into evade up17014.4%
forward movement into punchP12010.1%
Enkou Tekitou1P+K into Enkou Soutekitou1P+KP716.0%
Douchu6P into Jouho Chu'un6PP615.2%
Hairenkyaku4K433.6%
backdash into Enkou Kenka46P423.5%
Hikou Senshi66K363.0%
backdash into Ribyou Hoso43P+K363.0%
punchP into Enkou RensouPP363.0%
backdash into offensive move221.9%
forward dash into Sokutantai3K221.9%
Tanhikyaku9K181.5%
crouch into Enkou Toutou3P+K171.4%
offensive move171.4%
backdash into Kesshi Hanbi46K+G161.4%

155 further openings account for the other 457 rounds.

Counted from 289 of the 339 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
Jean14–9 · 61%4–5 · 44%too few to test
Wolf9–13 · 41%3–3 · 50%too few to test
Akira10–9 · 53%4–2 · 67%too few to test
Jeffry11–4 · 73%8–3 · 73%too few to test
Brad8–11 · 42%2–2 · 50%too few to test
El Blaze10–4 · 71%4–3 · 57%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.

50 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 (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: 5 of 15 tests hold up