VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

Lukeee

  • Sarah
Career matches1,517
Career win rate53.9%
Round win rate49.2%
Peak rank27
Distinct opponents124
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1455 #2,305 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

Eileen271,10358352052.9%
Sarah2534419514956.7%
Goh—70403057.1%

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

1,294 of 1,550 rounds counted

7.2 inputs a second (430 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.14281,047
Sarah7.3438247

By opponent's character

Pai7.2430152
Akira7.5450110
Sarah7.3436117
Shun7.0420124
Jacky7.042192
Lei Fei7.343880
Lion7.343675
Wolf7.041832
Vanessa7.042194
Taka7.544963
El Blaze6.941368
Lau7.243259
Brad7.142844
Jeffry6.941662
Jean7.142639
Kage7.343617
Aoi7.444220
Goh7.545128
Eileen6.941418

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

Pai39221756.4%+13.3
Akira36152141.7%-4.5
Sarah35211460.0%+12.8
Shun34132138.2%-6.2
Jacky29141548.3%+4.7
Lei Fei28151353.6%-0.3
Lion2591636.0%-10.2
Wolf25131252.0%+3.1
Vanessa24111345.8%-9.4
Taka169756.2%+11.0
El Blaze159660.0%+4.0
Lau157846.7%-3.0
Brad148657.1%+7.2
Jeffry146842.9%-8.0
Jean93633.3%-18.6
Kage94544.4%-0.3
Aoi72528.6%-28.1
Goh74357.1%-15.0
Eileen43175.0%+3.1

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

Breakable Half Fence59253442.4%-5.7
Full Fence54342063.0%+10.9
Single Wall42202247.6%+0.3
Low Fence38152339.5%-6.8
Octagon37142337.8%-10.6
Breakable Full Fence33112233.3%-10.6
Rectangle29131644.8%+3.6
Open2820871.4%+17.7
Half Fence27151255.6%+2.9
Full Fence and Open168850.0%-6.8

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23946.9%48.1%-1.2
No walls10850.9%48.7%+2.2

Walls against open: -3.4 points (95% range -15.5 to +8.7), p 0.580 — 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

rjsicklau12 (Rank 27)2026/10/0951420.0%
Wodin (Rank 25)2026/09/1895455.6%
babo209 (Rank 25)2026/09/18126650.0%
Semrosto (Rank 27)2026/09/17100100.0%
chapeiro_do_skys (Rank 33)2026/09/1661516.7%
PeerC001 (Rank 24)2026/09/1351420.0%
emespink (Rank 26)2026/09/0764266.7%
THEWEIAND (Rank 24)2026/09/0696366.7%
EZE (Rank 27)2026/09/0654180.0%
DatDemo (Rank 26)2026/09/0652340.0%
GeneXDemon (Rank 29)2026/08/3062433.3%
ulilb1ckard (Rank 31)2026/08/2164266.7%
A.o.G (Rank 24)2026/07/1864266.7%
ObviousCreed (Rank 27)2026/07/146060.0%
Kingbison (Rank 27)2026/06/2163350.0%
MrWurldWyd (Rank 25)2026/06/2063350.0%
Datboyches_TTV (Rank 22)2026/06/1754180.0%
RayBladeX (Rank 28)2026/06/1664266.7%
samtheseed (Rank 33)2026/06/1562433.3%
WastedWish (Rank 28)2026/06/08660100.0%
HappyFriendLau (Rank 35)2026/06/0572528.6%
leefung._ (Rank 29)2026/06/0451420.0%
j-molosky (Rank 28)2026/05/1893633.3%
Nomas_Tomas (Rank 31)2026/05/1051420.0%
Semrosto (Rank 32)2026/05/0651420.0%

Round openings

Every character

guardG1167.7%
Douchu6P into Jouho Chu'un6PP1077.1%
Hide Side Kick (Deflect)P+K1026.8%
forward dash into guardG1016.7%
punchP into Enkou RensouPP614.0%
Enkou RensouPP into Rensou HekizanPPP583.9%
guardG into throw escape342.2%
backdash into Goku Shicchi (Interrupt Moves)6P+K+G322.1%
guardG into evade up322.1%
backdash into Hikou Niki6K312.1%
evade up into backdash261.7%
backward movement into Jouho Chu'un6PP241.6%
forward dash into forward movement241.6%
backdash into backward movement231.5%
Rising Elbow6P into Double Joint Butt6PK221.5%

219 further openings account for the other 715 rounds.

Counted from 373 of the 385 matches played. The rest were not pulled for openings.

Eileen

Career
583–520 · 52.9%
This season
322 matches · 47.8%
Peak rank
27

First hit in 47.2% of 1,249 rounds. Won 49.9% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 30.3% of rounds, against 16.7% in their other rounds.
  • Against Shun: evades first in 13.5% of rounds, against 4.3% against everyone else.
  • After opening the round before by attacking: attacks straight away in 43.0% of rounds, against 29.2% after anything else.
  • After winning a round: moves in first in 27.9% of rounds, against 15.9% after losing one.
  • In round 1: opens with “G guard” in 11.9% of rounds, against 6.9% in their other rounds.
  • After opening the round before with “G guard”: opens with “G guard” in 21.7% of rounds, against 5.5% after anything else.

How is this tested?

Douchu6P into Jouho Chu'un6PP1078.5%
guardG1028.1%
forward dash into guardG977.7%
punchP into Enkou RensouPP614.9%
Enkou RensouPP into Rensou HekizanPPP584.6%
guardG into throw escape332.6%
backdash into Goku Shicchi (Interrupt Moves)6P+K+G322.5%
backdash into Hikou Niki6K312.5%
guardG into evade up282.2%
evade up into backdash262.1%
backward movement into Jouho Chu'un6PP241.9%
forward dash into forward movement231.8%
crouch into Sokutantai3K221.8%
no input201.6%
backdash into backward movement191.5%

172 further openings account for the other 571 rounds.

Counted from 310 of the 322 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
Pai16–10 · 62%5–5 · 50%too few to test
Sarah13–10 · 57%4–1 · 80%too few to test
Shun6–13 · 32%6–6 · 50%too few to test
Akira7–13 · 35%0–4 · 0%too few to test
Jacky6–10 · 38%6–5 · 55%too few to test
Wolf10–8 · 56%1–3 · 25%too few to test
Vanessa7–12 · 37%2–1 · 67%too few to test
Lei Fei9–6 · 60%3–2 · 60%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.

12 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?

Sarah

Career
195–149 · 56.7%
This season
63 matches · 54.0%
Peak rank
25

First hit in 47.9% of 242 rounds. Won 57.8% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K10240.2%
Rising Elbow6P into Double Joint Butt6PK228.7%
guardG145.5%
Somersault Kick7K124.7%
Quick Knee6K into Quick Knee Straight6KP83.1%
backdash into backward movement41.6%
forward dash into guardG41.6%
guardG into evade up41.6%
Quick Knee6K into Quick Knee and Toe Kick6KK31.2%
Snap Side Chop3P into Setup Combination3PK31.2%
Somersault Kick7K into Feather Scarecrow8K31.2%
forward movement into guardG31.2%
guardG into punchP31.2%
kickK into Double Thrust KickKK31.2%
Somersault Kick7K into kickK20.8%

53 further openings account for the other 64 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 (15 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 15 tests hold up
  • Sarah: not tested (too few rounds)