VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

こなつ

  • Jeffry
  • Shun
Career matches1,162
Career win rate53.7%
Round win rate50.6%
Peak rank33
Distinct opponents83
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1486 #2,119 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

Eileen331,15962453553.8%
Jeffry212020.0%
Shun211010.0%

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

770 of 791 rounds counted

8.0 inputs a second (479 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen8.0480751
Jeffry6.840710
Shun7.54529

By opponent's character

Akira8.249593
Jeffry7.847086
Aoi8.047979
Jacky7.746153
Wolf8.148665
Goh7.947651
Pai8.249054
Lei Fei7.645646
Lion8.148742
Jean7.947739
Kage8.248934
Sarah8.048125
Brad7.746220
Lau7.947717
El Blaze8.249113
Shun8.651410
Taka8.349914
Vanessa7.142515
Dural8.34979
Eileen7.74645

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

Akira22101245.5%-1.4
Jeffry22121054.5%+5.1
Aoi2081240.0%-17.4
Jacky167943.8%-11.0
Wolf1610662.5%+14.5
Goh1410471.4%+20.4
Pai125741.7%-4.3
Lei Fei117463.6%+23.3
Lion115645.5%-5.3
Jean91811.1%-32.8
Kage94544.4%-5.5
Sarah85362.5%+11.8
Brad550100.0%+52.7
Lau4040.0%-44.6
El Blaze32166.7%+11.1
Shun32166.7%+20.7
Taka32166.7%+27.0
Vanessa3030.0%-58.9
Dural21150.0%-4.2
Eileen1010.0%-49.8

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 Half Fence2617965.4%+9.3
Full Fence2691734.6%-9.8
Breakable Full Fence2415962.5%+13.7
Single Wall2214863.6%+14.8
Low Fence1981142.1%-5.5
Rectangle1910952.6%+6.3
Half Fence189950.0%-0.7
Octagon156940.0%-10.1
Open114736.4%-13.2
Full Fence and Open102820.0%-28.3

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
Walls12851.6%49.7%+1.8
No walls5250.0%48.9%+1.1

Walls against open: +0.7 points (95% range -17.0 to +18.4), p 0.936 — 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

家庭内最弱の剛君 (Rank 28)2026/10/1632166.7%
A56-7W (Rank 27)2026/10/16220100.0%
カミナリおやじ (Rank 27)2026/10/1354180.0%
ぬっき~@ (Rank 30)2026/10/132020.0%
ちょいそる (Rank 32)2026/10/13330100.0%
無槪念野獸/무개념야수 (Rank 26)2026/10/1332166.7%
猫鼻 (Rank 32)2026/10/10125741.7%
nasumiso (Rank 29)2026/10/0752340.0%
jiwoonpk (Rank 31)2026/09/2932166.7%
ooosugi1202 (Rank 29)2026/09/2884450.0%
エルモchYT★プなれ★ (Rank 29)2026/09/2432166.7%
juste (Rank 30)2026/09/1254180.0%
fazz00r (Rank 27)2026/09/106060.0%
∞オロチ丸∞ (Rank 27)2026/09/0754180.0%
don'tthink,feel. (Rank 28)2026/09/0343175.0%
鳩男 (Rank 30)2026/08/2932166.7%
タイヨウ (Rank 32)2026/08/2721150.0%
KillBill (Rank 30)2026/08/2732166.7%
AlicerLandeel (Rank 32)2026/07/2441325.0%
ロデム (Rank 30)2026/07/1831233.3%
orz (Rank 29)2026/07/1743175.0%
れもん@のびしろF (Rank 29)2026/06/2732166.7%
ROMANSKIN (Rank 36)2026/06/2732166.7%
マーレさん (Rank 33)2026/06/2074357.1%
ルビーロマン葵 (Rank 29)2026/06/1132166.7%

Round openings

Every character

punchP into Enkou RensouPP456.7%
offensive move into kickK406.0%
Hikou Senshi66K395.8%
Enkou Kenka46P365.4%
Douchu6P into Jouho Chu'un6PP324.8%
crouch into Fukushinshou2P274.0%
Goku Shicchi (Interrupt Moves)6P+K+G into Rigou TenshintaiK+G253.7%
guardG into throw escape213.1%
crouch dash back into offensive move162.4%
Douchu6P142.1%
Fukushinshou2P131.9%
backdash into Kesshi Hanbi46K+G121.8%
punchP121.8%
Enkou Tekitou1P+K into Enkou Soutekitou1P+KP111.6%
Enkou Tekitou1P+K into offensive move111.6%

155 further openings account for the other 317 rounds.

Counted from 164 of the 194 matches played. The rest were not pulled for openings.

Eileen

Career
624–535 · 53.8%
This season
190 matches · 50.5%
Peak rank
33

First hit in 42.0% of 648 rounds. Won 57.0% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into Enkou RensouPP456.9%
offensive move into kickK406.1%
Hikou Senshi66K396.0%
Enkou Kenka46P365.5%
Douchu6P into Jouho Chu'un6PP324.9%
crouch into Fukushinshou2P274.1%
Goku Shicchi (Interrupt Moves)6P+K+G into Rigou TenshintaiK+G253.8%
guardG into throw escape213.2%
crouch dash back into offensive move162.5%
Douchu6P142.1%
Fukushinshou2P132.0%
backdash into Kesshi Hanbi46K+G121.8%
punchP121.8%
Enkou Tekitou1P+K into Enkou Soutekitou1P+KP111.7%
Enkou Tekitou1P+K into offensive move111.7%

140 further openings account for the other 298 rounds.

Counted from 160 of the 190 matches played. The rest were not pulled for openings.

Jeffry

Career
0–2 · 0.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back220.0%
crouch into Low Knuckle2P220.0%
Dash Elbow66P110.0%
crouch dash back into Smash Upper3P110.0%
crouch dash back into Tsunami Beat3K+G110.0%
crouch dash back into guardG110.0%
crouch into Side Kick3K110.0%
evade down into Low Knuckle2P110.0%

Shun

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into RengekiPP222.2%
Gyou'in Haishu3P111.1%
Haisenchu1P into guardG111.1%
Ryubikyaku8K+G111.1%
Senshi9K+G111.1%
backdash into Rengeki Gakushu46PPP111.1%
backdash into offensive move111.1%
offensive move111.1%

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: 0 of 14 tests hold up
  • Jeffry: not tested (too few rounds)
  • Shun: not tested (too few rounds)