VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

偷桃

Career matches7,203
Career win rate45.4%
Round win rate49.0%
Peak rank25
Distinct opponents192
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1392 #2,694 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

Eileen257,2033,2673,93645.4%

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

1,105 of 2,086 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen6.33781,105

By opponent's character

Akira6.3381169
Jacky6.337991
Aoi6.237373
Jeffry6.538890
Pai6.438250
Lau6.3376111
Wolf6.337652
Lion6.438584
Sarah6.438473
Goh6.237055
Shun6.438223
Brad6.337939
El Blaze6.438233
Kage6.338041
Vanessa5.834917
Jean6.237534
Eileen5.533013
Taka6.337732
Lei Fei5.834825

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

Akira91523957.1%+2.6
Jacky48202841.7%-11.1
Aoi39271269.2%+16.0
Jeffry39142535.9%-8.0
Pai31131841.9%-12.5
Lau30181260.0%+13.2
Wolf29151451.7%+13.6
Lion25111444.0%-3.8
Sarah2361726.1%-20.3
Goh2191242.9%-3.7
Shun21101147.6%+4.4
Brad2015575.0%+24.2
El Blaze1661037.5%-12.9
Kage147750.0%-4.4
Vanessa149564.3%+15.3
Jean138561.5%+12.5
Eileen126650.0%+0.8
Taka82625.0%-33.0
Lei Fei73442.9%-0.9
Dural51420.0%-34.5

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.

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

Rectangle63293446.0%-1.5
Octagon62313150.0%-2.6
Single Wall56292751.8%+5.2
Half Fence49222744.9%-4.2
Breakable Full Fence48282058.3%+4.3
Open47222546.8%-1.0
Breakable Half Fence45261957.8%+10.0
Low Fence44152934.1%-15.4
Full Fence40202050.0%-2.8
Full Fence and Open33171651.5%+3.0

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
Walls30750.8%50.6%+0.3
No walls14744.9%47.6%-2.7

Walls against open: +3.0 points (95% range -6.6 to +12.5), p 0.541 — 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

omuretukun (Rank 25)2026/10/0264266.7%
TAPIOKA (Rank 24)2026/09/1163350.0%
THE_SnASH (Rank 26)2026/09/1142250.0%
kimxxxtt (Rank 21)2026/09/0942250.0%
jc88_earth (Rank 26)2026/09/0884450.0%
r1s1d8 (Rank 26)2026/09/0861516.7%
dalmax72 (Rank 21)2026/09/021812666.7%
なるた (Rank 21)2026/07/2552340.0%
ttfour@サラしかできないw (Rank 24)2026/07/2342250.0%
みの (Rank 22)2026/07/2252340.0%
技術応用部/初心者 (Rank 21)2026/07/202420483.3%
car_public700 (Rank 22)2026/07/1652340.0%
가즈아!!! (Rank 25)2026/06/3061516.7%
suke072st (Rank 23)2026/06/2764266.7%
6132da (Rank 22)2026/06/2773442.9%
orz (Rank 26)2026/06/1893633.3%
[Garnet]agingcurvedAjeossi (Rank 24)2026/06/1883537.5%
なっちゃんねる (Rank 23)2026/06/10101910.0%
toyboy17 (Rank 22)2026/05/231914573.7%
がんぴーさん【S.R.G.M】 (Rank 27)2026/05/055050.0%
nidone_55 (Rank 23)2026/04/2454180.0%
T_munetora (Rank 25)2026/04/2151420.0%
cabbage_taro07 (Rank 27)2026/04/1471614.3%
聖☆奈♡彡 (Rank 24)2026/04/0495455.6%
杰 (Rank 21)2026/04/0364266.7%

Round openings

Eileen

Career
3,267–3,936 · 45.4%
This season
506 matches · 49.8%
Peak rank
25

First hit in 51.7% of 2,045 rounds. Won 49.5% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 88.8% of rounds, against 77.4% in their other rounds.
  • After opening the round before by attacking: attacks straight away in 28.6% of rounds, against 17.0% after anything else.
  • When ahead: backs off first in 83.1% of rounds, against 73.8% when level or behind.
  • In round 1: opens with “backdash into evade up” in 23.7% of rounds, against 15.8% in their other rounds.
  • Against Shun: opens with “crouch dash back into evade down” in 10.8% of rounds, against 3.7% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 22.9% of rounds, against 14.2% after anything else.

How is this tested?

backdash into evade up36417.7%
backdash into backward movement1557.5%
backdash into guardG914.4%
backdash into Touku Geimentai4K+G834.0%
crouch dash back into evade down824.0%
backdash into Enkou Chousou3P592.9%
backdash into Jinraishou6P+K522.5%
backdash into Honshin Kousoutai3K+G502.4%
Enkou Kenka46P into punchP472.3%
backdash into Kesshi Hanbi46K+G462.2%
backdash into Enkou Kenka46P432.1%
Douchu6P into Jouho Chu'un6PP412.0%
backdash into throw escape401.9%
backdash into Matsumen Tousou4P+KK301.5%
punchP281.4%

195 further openings account for the other 842 rounds.

Counted from 498 of the 506 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
Akira31–23 · 57%8–12 · 40%too few to test
Jacky11–20 · 35%6–7 · 46%too few to test
Aoi16–4 · 80%6–7 · 46%too few to test
Jeffry7–12 · 37%6–10 · 38%too few to test
Pai5–11 · 31%7–4 · 64%too few to test
Lau10–10 · 50%5–1 · 83%too few to test
Wolf12–8 · 60%3–5 · 38%too few to test
Lion5–8 · 38%6–5 · 55%too few to test
Sarah2–10 · 17%2–7 · 22%too few to test
Goh4–6 · 40%5–5 · 50%too few to test
Shun6–3 · 67%3–6 · 33%too few to test
Brad13–3 · 81%2–2 · 50%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.

8 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: 6 of 16 tests hold up