VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Eileen

timber_maniac

  • Pai
Career matches455
Career win rate55.6%
Round win rate50.5%
Peak rank23
Distinct opponents17
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

962 #3,674 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

Eileen2329515014550.9%
Pai231601035764.4%

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

1,189 of 1,427 rounds counted

33.7 inputs a second (2024 a minute) this season. Not placed among the regulars: an average over 20 a second is more than anyone keeps up for a season, so it is likely turbo hardware or a counting fault.

By character played

Eileen32.21934544
Pai35.02102645

By opponent's character

Eileen32.31939507
Pai35.02098533
Akira35.3211683
Kage37.2223221
Vanessa30.3181810
Goh36.8220510
Lion35.5213310
Dural25.615346
Shun34.120446
Jacky29.317573

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

Eileen2181249456.9%+9.3
Pai1711096263.7%+6.0
Akira270270.0%-40.6
Kage71614.3%-14.0
Vanessa4040.0%-35.7
Goh3030.0%-47.1
Lion3030.0%-50.5
Dural2020.0%-17.6
Shun2020.0%-20.2
Jacky1010.0%-12.2

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

Half Fence69422760.9%+9.6
Open49212842.9%-10.4
Rectangle46222447.8%-4.2
Breakable Half Fence44232152.3%+0.5
Breakable Full Fence40221855.0%+1.0
Full Fence40192147.5%-8.0
Octagon36181850.0%-2.8
Low Fence34241070.6%+14.3
Single Wall31181358.1%+4.6
Full Fence and Open1881044.4%-6.9

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls27553.1%52.9%+0.2
No walls11455.3%54.1%+1.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

echoscreen (Rank 19)2026/08/2338623315360.4%
Dice (Rank 25)2026/08/231010.0%
Lukeee (Rank 26)2026/08/231010.0%
PhiL_Left88 (Rank 22)2026/08/2361516.7%
RobtheStone (Rank 19)2026/08/232020.0%
Crashing_Blow2003 (Rank 29)2026/08/231010.0%
dawg (Rank 18)2026/08/232020.0%
VF31998 (Rank 29)2026/08/231010.0%
seedash (Rank 33)2026/08/232020.0%
Kaashif (Rank 21)2026/08/232020.0%
DanHalen (Rank 29)2026/08/232020.0%
Username (Rank 36)2026/08/231010.0%
G.G. (Rank 23)2026/08/23140140.0%
FullHD (Rank 27)2026/08/23120120.0%
Yve (Rank 25)2026/08/231010.0%
IzayoiFang (Rank 20)2026/08/222020.0%
MelonBread (Rank 30)2026/08/222020.0%

Round openings

Every character

punchP1,13476.6%
no input31821.5%
punchP into Enkou RensouPP171.1%
punchP into RenshouPP100.7%
backdash10.1%

Eileen

Career
150–145 · 50.9%
This season
233 matches · 54.1%
Peak rank
23

First hit in 49.4% of 607 rounds. Won 82.0% of the rounds they struck first, 18.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 94.4% of rounds, against 67.3% in their other rounds.
  • After opening the round before by attacking: attacks straight away in 95.6% of rounds, against 4.0% after anything else.
  • After the opponent opened the round before by waiting: attacks straight away in 98.4% of rounds, against 59.0% after anything else.
  • After winning a round: attacks straight away in 99.2% of rounds, against 34.8% after losing one.
  • When behind: waits first in 66.8% of rounds, against 1.5% when ahead or level.
  • After landing the first hit of the round before: attacks straight away in 97.7% of rounds, against 28.5% after being hit first.
  • In round 4 or later: opens with “P punch” in 92.6% of rounds, against 65.0% in their other rounds.
  • After opening the round before with “no input”: opens with “no input” in 95.4% of rounds, against 4.5% after anything else.
  • After the opponent opened the round before with “P punch”: opens with “no input” in 41.6% of rounds, against 1.7% after anything else.
  • After losing a round: opens with “no input” in 64.8% of rounds, against 0.8% after winning one.
  • When behind: opens with “no input” in 66.8% of rounds, against 1.5% when ahead or level.
  • After being hit first in the round before: opens with “no input” in 71.0% of rounds, against 2.3% after landing the first hit.

These rounds were against only 8 different opponents, so a pattern here may be about them rather than about this player.

How is this tested?

punchP50367.0%
no input23030.6%
punchP into Enkou RensouPP172.3%
backdash10.1%

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Eileen84–61 · 58%28–18 · 61%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?

Pai

Career
103–57 · 64.4%
This season
205 matches · 52.7%
Peak rank
23

First hit in 57.0% of 523 rounds. Won 58.0% of the rounds they struck first, 32.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 98.3% of rounds, against 86.0% in their other rounds.
  • After opening the round before by attacking: attacks straight away in 98.3% of rounds, against 1.8% after anything else.
  • After the opponent opened the round before by waiting: attacks straight away in 98.5% of rounds, against 85.3% after anything else.
  • After winning a round: attacks straight away in 99.6% of rounds, against 75.2% after losing one.
  • When behind: waits first in 32.3% of rounds, against 0.7% when ahead or level.
  • After landing the first hit of the round before: attacks straight away in 99.1% of rounds, against 64.6% after being hit first.
  • In round 4 or later: opens with “P punch” in 96.5% of rounds, against 84.7% in their other rounds.
  • After opening the round before with “no input”: opens with “no input” in 98.2% of rounds, against 1.7% after anything else.
  • After the opponent opened the round before with “P punch”: opens with “no input” in 15.8% of rounds, against 0.8% after anything else.
  • After losing a round: opens with “no input” in 24.8% of rounds, against 0.4% after winning one.
  • When behind: opens with “no input” in 32.3% of rounds, against 0.7% when ahead or level.
  • After being hit first in the round before: opens with “no input” in 35.2% of rounds, against 0.9% after landing the first hit.

How is this tested?

punchP63186.6%
no input8812.1%
punchP into RenshouPP101.4%

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai60–36 · 62%34–16 · 68%too few to test
Akira0–14 · 0%0–10 · 0%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 (28 here; about 1.4 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: 12 of 14 tests hold up
  • Pai: 12 of 14 tests hold up