VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

carchariasvit

  • Aoi
  • Dural
Career matches4,996
Career win rate48.9%
Round win rate48.6%
Peak rank31
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1462 #2,252 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

Eileen312,8111,3831,42849.2%
Aoi271,82088393748.5%
Dural2536517718848.5%

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

566 of 874 rounds counted

7.0 inputs a second (418 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.2429343
Aoi6.6399182
Dural7.042041

By opponent's character

Brad7.243546
Lei Fei6.941290
Jacky6.840589
Taka6.740274
Akira6.74007
Sarah7.343751
Pai6.840732
Shun7.545221
Kage5.83468
Goh7.243436
Lion7.444235
Aoi6.840623
Wolf7.142419
Dural7.344119
Jean6.639713
Vanessa7.54503

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

Brad26121446.1%-1.5
Lei Fei24141058.3%+14.9
Jacky23101343.5%-12.0
Taka1713476.5%+27.1
Akira159660.0%+1.1
El Blaze1431121.4%-12.4
Sarah147750.0%+2.8
Pai129375.0%+14.5
Shun115645.5%-6.5
Kage103730.0%-24.6
Goh91811.1%-26.2
Lion92722.2%-14.0
Aoi75271.4%+27.6
Wolf73442.9%-2.1
Dural51420.0%-9.1
Jean53260.0%-1.0
Vanessa32166.7%-11.2
Eileen2020.0%-37.8
Jeffry220100.0%+59.5

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

Breakable Full Fence25131252.0%+0.5
Breakable Half Fence23121152.2%+1.3
Open23111247.8%+5.7
Octagon22111150.0%+8.3
Half Fence2191242.9%+1.0
Rectangle2181338.1%-15.5
Full Fence1991047.4%-0.2
Single Wall1971236.8%-14.9
Low Fence1811761.1%+10.6
Full Fence and Open117463.6%+22.2

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
Walls13147.3%47.9%-0.6
No walls6048.3%47.8%+0.6

Walls against open: -1.1 points (95% range -17.2 to +14.9), p 0.888 — 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

THEWEIAND (Rank 25)2026/09/151513286.7%
HecticFall (Rank 30)2026/09/1591811.1%
raybladex (Rank 27)2026/09/1572528.6%
Themis (Rank 24)2026/09/1554180.0%
O.J.A (Rank 22)2026/09/1543175.0%
MashPotatoTower (Rank 28)2026/09/154040.0%
u_madNES (Rank 24)2026/09/1431233.3%
Nohara (Rank 29)2026/09/1484450.0%
Datboyches_TTV (Rank 25)2026/09/1432166.7%
ShaideyFresh (Rank 26)2026/09/1453260.0%
VengefulVizzini (Rank 25)2026/09/1462433.3%
fivey70 (Rank 25)2026/09/1385362.5%
thirdguardian (Rank 24)2026/09/1332166.7%
Kungfuhustle99 (Rank 30)2026/09/13149564.3%
Gold---Mole (Rank 26)2026/09/1331233.3%
ulilb1ckard (Rank 32)2026/09/1151420.0%
LethalLegendK (Rank 29)2026/06/1461516.7%
GunShocka (Rank 24)2026/06/14440100.0%
Hornzisbadgg (Rank 32)2026/04/1972528.6%
Crashing_Blow2003 (Rank 29)2026/04/1863350.0%
UltraSeBEASTツ (Rank 33)2026/04/181431121.4%
Kingbison (Rank 26)2026/03/2994544.4%
StayRealChill (Rank 32)2026/03/2942250.0%
Mr_LoverMan85 (Rank 28)2026/03/284040.0%
Monroe (Rank 32)2026/03/2862433.3%

Round openings

Every character

punchP into Jouho Chu'un6PP434.9%
crouch dash forward into guardG414.7%
punchP into Douchu6P354.0%
Sokutantai3K343.9%
punchP333.8%
Enkou Kenka46P313.5%
backdash into Enkou Kenka46P303.4%
punchP into Enkou RensouPP232.6%
Goku Shicchi (Interrupt Moves)6P+K+G into Zensoutai2K+G192.2%
guardG192.2%
Ouda6P+K into Oushu Hiji'ate6P+KP141.6%
backdash into Kesshi Hanbi46K+G141.6%
backdash into Tanhikyaku9K131.5%
backdash into Raijinha6K91.0%
backdash into Sokutantai3K91.0%

247 further openings account for the other 507 rounds.

Eileen

Career
1,383–1,428 · 49.2%
This season
151 matches · 45.7%
Peak rank
31

First hit in 52.9% of 607 rounds. Won 53.0% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 21.2% of rounds, against 3.3% in their other rounds.
  • After losing a round: attacks straight away in 77.4% of rounds, against 48.4% after winning one.
  • When behind: attacks straight away in 76.3% of rounds, against 54.2% when ahead or level.
  • In round 3: opens with “backdash into 46P Enkou Kenka” in 9.9% of rounds, against 3.3% in their other rounds.

How is this tested?

punchP into Jouho Chu'un6PP437.1%
punchP into Douchu6P355.8%
Sokutantai3K345.6%
Enkou Kenka46P315.1%
backdash into Enkou Kenka46P304.9%
crouch dash forward into guardG274.5%
punchP264.3%
punchP into Enkou RensouPP233.8%
Goku Shicchi (Interrupt Moves)6P+K+G into Zensoutai2K+G193.1%
backdash into Kesshi Hanbi46K+G142.3%
backdash into Tanhikyaku9K132.1%
guardG132.1%
backdash into Sokutantai3K91.5%
Jinraishou6P+K into Sayu Gekishou6P+KP81.3%
punchP into forward dash81.3%

139 further openings account for the other 274 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad3–5 · 38%6–6 · 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.

How is this tested?

Aoi

Career
883–937 · 48.5%
This season
52 matches · 51.9%
Peak rank
27

First hit in 53.9% of 217 rounds. Won 53.9% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ouda6P+K into Oushu Hiji'ate6P+KP146.4%
crouch dash forward into guardG125.5%
backdash into Raijinha6K94.1%
backdash into Sou'unha66K83.7%
evade up into Raijinha6K83.7%
evade up into Sou'unha66K83.7%
Kusanagi2K+G73.2%
punchP73.2%
crouch dash forward into Hou'oushu3P62.8%
Maegeri3K52.3%
Maegeri3K into guardG52.3%
ShigureK+G52.3%
backdash into Inshou43P+K52.3%
evade up into forward dash52.3%
Hou'oushu3P41.8%

79 further openings account for the other 110 rounds.

Dural

Career
177–188 · 48.5%
This season
12 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K48.2%
Nakageri3K into Nagiharai3KP36.1%
forward punch+kick6P+K into Dragonfish Blow6PP36.1%
guardG36.1%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK24.1%
backdash into back, forward punch+kick46P+K24.1%
crouch dash forward into evade down24.1%
crouch dash forward into guardG24.1%
punch+kickP+K24.1%
up kick+guard8K+G24.1%
Ryubikyaku8K12.0%
back kick+guard4K+G12.0%
backdash into Knee Push Wild Hook4KP12.0%
backdash into Nagiharai3KP12.0%
backdash into Soukyu46P12.0%

19 further openings account for the other 19 rounds.

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 (14 here; about 0.7 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: 4 of 14 tests hold up
  • Aoi: not tested (too few rounds)
  • Dural: not tested (too few rounds)