VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

きみのれんれん

  • Lion
Career matches10,925
Career win rate53.5%
Round win rate49.2%
Peak rank41
Distinct opponents110
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1734 #643 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

Eileen4110,8795,8085,07153.4%
Lion2846341273.9%

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

1,568 of 1,661 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen8.14841,568

By opponent's character

Lion8.4506235
Kage7.8471157
Pai8.3496154
Akira8.2491143
Jacky8.0477151
Shun8.1487103
Goh7.545381
Vanessa7.947275
Wolf7.947243
Aoi7.746356
Lau8.450361
Sarah7.746350
Eileen8.249347
Lei Fei8.249443
El Blaze8.047944
Jean8.350048
Brad7.645432
Taka7.745926
Jeffry8.047819

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

Lion59273245.8%+4.4
Kage42222052.4%+2.1
Pai39182146.1%-5.6
Akira35181751.4%+3.8
Jacky35171848.6%+1.4
Shun27121544.4%-6.6
Goh2161528.6%-9.8
Vanessa20101050.0%+7.5
Wolf1711664.7%+8.9
Aoi169756.2%+6.4
Lau1511473.3%+27.5
Sarah159660.0%+10.4
Eileen146842.9%-11.0
Lei Fei1331023.1%-27.3
El Blaze124833.3%-3.3
Jean113827.3%-28.0
Brad81712.5%-37.4
Taka76185.7%+41.1
Jeffry64266.7%-0.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Full Fence50183236.0%-14.7
Single Wall50262452.0%-3.5
Open47212644.7%+1.6
Breakable Half Fence43261760.5%+9.8
Rectangle40231757.5%+12.4
Breakable Full Fence39152438.5%-10.2
Low Fence37181948.6%+4.2
Octagon35161945.7%+0.5
Half Fence27151255.6%+9.3
Full Fence and Open1661037.5%-7.7

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23448.3%48.0%+0.3
No walls13448.5%48.1%+0.4

Walls against open: -0.1 points (95% range -11.3 to +11.1), p 0.982 — 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

oooomatsu (Rank 38)2026/10/1563350.0%
いくない・∀・ (Rank 40)2026/10/10145935.7%
shenron0321 (Rank 42)2026/09/251421214.3%
いくお (Rank 41)2026/09/2571614.3%
ちび太☆らふぁ~る (Rank 42)2026/09/1830151550.0%
elpopo_3378 (Rank 37)2026/08/31149564.3%
nidaimebannai (Rank 36)2026/08/3182625.0%
Mochi/かしわもち (Rank 41)2026/08/2983537.5%
lesser-pram7 (Rank 40)2026/08/02123925.0%
manatsu_7 (Rank 41)2026/08/0251420.0%
jikacho-Gigas (Rank 42)2026/07/2351420.0%
jinmenusagi (Rank 41)2026/07/2353260.0%
あむざん (Rank 42)2026/07/195050.0%
がちばん (Rank 42)2026/07/191331023.1%
マハリータまるこ (Rank 39)2026/07/1895455.6%
トーマス軍団残党K (Rank 40)2026/07/1262433.3%
kenzan1955 (Rank 42)2026/07/1074357.1%
エル・シエロ (Rank 41)2026/06/2274357.1%
ぱりぱり (Rank 38)2026/06/1485362.5%
Vgyjyrdgjk (Rank 38)2026/06/1464266.7%
interceptor (Rank 36)2026/06/1396366.7%
toriya_759 (Rank 38)2026/06/1063350.0%
村長~災禍の中心~ (Rank 37)2026/05/3054180.0%
パパ (Rank 40)2026/05/2972528.6%
ROMANSKIN (Rank 36)2026/05/2886275.0%

Round openings

Every character

backdash into Enkou Kenka46P27217.7%
Hikou Senshi66K into forward movement24515.9%
backdash into evade down20113.1%
crouch into Sokutantai3K16510.7%
backdash into Sokutantai3K905.8%
offensive move into kickK563.6%
Douchu6P483.1%
backdash into throwP+G322.1%
guardG into evade down231.5%
forward movement into Rensou HekizanPPP221.4%
Douchu6P into forward dash171.1%
backdash into Douchu6P171.1%
backdash into punchP161.0%
backdash into Koushi Choukan236P151.0%
Douchu6P into crouch dash forward140.9%

101 further openings account for the other 305 rounds.

Counted from 381 of the 412 matches played. The rest were not pulled for openings.

Eileen

Career
5,808–5,071 · 53.4%
This season
408 matches · 47.8%
Peak rank
41

First hit in 46.5% of 1,517 rounds. Won 54.3% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 35.8% of rounds, against 26.6% in their other rounds.
  • Against Lion: evades first in 8.5% of rounds, against 2.0% against everyone else.
  • On Rectangle stages: moves in first in 17.3% of rounds, against 2.9% on the other stages.
  • In round 4 or later: opens with “backdash into 3K Sokutantai” in 10.1% of rounds, against 4.4% in their other rounds.
  • Against Kage: opens with “backdash into evade down” in 19.5% of rounds, against 12.3% against everyone else.
  • On Breakable Half Fence stages: opens with “66K Hikou Senshi into forward movement” in 24.5% of rounds, against 15.3% on the other stages.
  • After opening the round before with “backdash into evade down”: opens with “backdash into 3K Sokutantai” in 13.2% of rounds, against 5.9% after anything else.

How is this tested?

backdash into Enkou Kenka46P27217.9%
Hikou Senshi66K into forward movement24516.1%
backdash into evade down19813.0%
crouch into Sokutantai3K16510.9%
backdash into Sokutantai3K905.9%
offensive move into kickK563.7%
Douchu6P483.2%
backdash into throwP+G322.1%
forward movement into Rensou HekizanPPP221.4%
guardG into evade down211.4%
Douchu6P into forward dash171.1%
backdash into Douchu6P171.1%
backdash into Koushi Choukan236P151.0%
backdash into punchP151.0%
Douchu6P into crouch dash forward140.9%

96 further openings account for the other 293 rounds.

Counted from 377 of the 408 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
Lion15–16 · 48%10–11 · 48%too few to test
Kage19–13 · 59%0–2 · 0%too few to test
Pai10–11 · 48%6–9 · 40%too few to test
Akira10–10 · 50%8–7 · 53%too few to test
Jacky12–12 · 50%4–3 · 57%too few to test
Shun3–6 · 33%4–7 · 36%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.

31 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?

Lion

Career
34–12 · 73.9%
This season
4 matches · 50.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down316.7%
Tourou Hassou41236P211.1%
crouch dash forward into Zaban Shuhou33P+K211.1%
crouch into Dantai3K211.1%
guardG into evade down211.1%
backdash into Dantai3K15.6%
backdash into Soukoushu66P+K15.6%
backdash into kickK15.6%
backdash into punchP15.6%
evade down into forward dash15.6%
evade down into punchP15.6%
guardG into backdash15.6%

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: 7 of 16 tests hold up
  • Lion: not tested (too few rounds)