VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

banntya

  • Aoi
  • Lei Fei
  • Wolf
  • Akira
Career matches3,166
Career win rate53.1%
Round win rate49.9%
Peak rank31
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1526 #1,834 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

Eileen311,64187376853.2%
Aoi2876038837251.0%
Lei Fei2953430023456.2%
Wolf26132666650.0%
Akira2799544554.5%

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

763 of 1,048 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.0357310
Eileen6.1368184
Lei Fei6.0360173
Wolf5.733946
Akira6.337950

By opponent's character

Akira6.0363101
Aoi6.136891
Wolf6.036243
Sarah5.633753
Kage5.633553
Jacky6.237366
Lei Fei5.734157
Goh6.136560
Jean5.935433
Shun5.935246
Vanessa5.834713
Pai6.539328
El Blaze6.237230
Lion6.136832
Eileen6.035916
Jeffry6.739922
Brad6.237515
Lau6.23754

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

Akira32141843.8%-9.3
Aoi24131154.2%-1.3
Wolf22121054.5%+1.6
Sarah2191242.9%+0.4
Kage1910952.6%+2.5
Jacky1871138.9%-6.9
Lei Fei1841422.2%-36.0
Goh1611568.8%+20.8
Jean134930.8%-13.7
Shun125741.7%-6.4
Vanessa127558.3%+18.4
Pai119281.8%+26.3
El Blaze103730.0%-15.6
Lion96366.7%+17.8
Eileen82625.0%-15.6
Jeffry86275.0%+20.9
Brad54180.0%+37.2
Lau220100.0%+40.9
Taka110100.0%+60.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Fence35181751.4%+1.0
Breakable Half Fence32122037.5%-10.4
Low Fence32151746.9%-4.8
Breakable Full Fence29121741.4%-9.7
Half Fence29181162.1%+13.7
Single Wall27111640.7%-8.9
Rectangle2617965.4%+21.8
Open2415962.5%+16.1
Octagon1761135.3%-16.8
Full Fence and Open43175.0%+5.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16849.4%48.9%+0.5
No walls8349.4%49.4%+0.0

Walls against open: +0.5 points (95% range -14.7 to +15.7), p 0.950 — 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

GreenJacky (Rank 30)2026/09/1851420.0%
みの (Rank 24)2026/09/18440100.0%
ガクット (Rank 29)2026/09/1841325.0%
Jyuryoku_Eileen (Rank 25)2026/09/1142250.0%
mitorakujo (Rank 28)2026/09/1153260.0%
ぽん (Rank 29)2026/09/03330100.0%
シゲオ (Rank 25)2026/08/294040.0%
fazz00r (Rank 26)2026/08/2242250.0%
弐参肆-緑捌發 (Rank 26)2026/08/0243175.0%
肉彦さん☆彡 (Rank 30)2026/08/0243175.0%
テオ (Rank 28)2026/07/2031233.3%
狛猫【Excalibur】 (Rank 27)2026/07/1342250.0%
방가방가 (Rank 26)2026/05/3164266.7%
MikuMartineau (Rank 32)2026/05/27113827.3%
a-week-away (Rank 27)2026/05/271431121.4%
TaKaArAsHi573 (Rank 25)2026/05/2751420.0%
黒鵜なぎ@Vtuber (Rank 30)2026/05/2153260.0%
manao_0609 (Rank 27)2026/05/2143175.0%
Datchin1226 (Rank 31)2026/05/214040.0%
龍仙人【鬼手仏心】 (Rank 27)2026/04/2574357.1%
........ (Rank 24)2026/04/1742250.0%
potimaru1059 (Rank 22)2026/04/1731233.3%
あずぱら (Rank 23)2026/04/1731233.3%
しゅが~nsr (Rank 25)2026/04/1732166.7%
MAXBET (Rank 29)2026/04/174040.0%

Round openings

Every character

backdash into evade up737.0%
evade down into crouch dash forward646.1%
forward movement into punchP504.8%
forward movement into ShougerigasanePK464.4%
backdash into Ougimai4P403.8%
evade down into guardG333.1%
evade up into guardG313.0%
forward movement into Rensou HekizanPPP242.3%
backdash into evade down212.0%
backdash into Kaisei Tento1P+K201.9%
evade up into crouch dash forward191.8%
forward movement into Jab StraightPP181.7%
offensive move171.6%
backdash into throwP+G151.4%
forward movement into RententaiPK141.3%

258 further openings account for the other 564 rounds.

Aoi

Career
388–372 · 51.0%
This season
103 matches · 47.6%
Peak rank
28

First hit in 50.7% of 426 rounds. Won 49.5% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 39.5% of rounds, against 22.8% in their other rounds.
  • When behind: evades first in 45.2% of rounds, against 23.1% when ahead or level.
  • In round 1: opens with “evade down into crouch dash forward” in 14.6% of rounds, against 6.2% in their other rounds.
  • On Octagon stages: opens with “backdash into evade up” in 21.6% of rounds, against 4.9% on the other stages.

How is this tested?

forward movement into ShougerigasanePK4610.8%
backdash into Ougimai4P409.4%
evade down into crouch dash forward358.2%
backdash into evade up296.8%
evade up into guardG133.0%
forward movement into NirentotsuPP122.8%
evade down into guardG112.6%
Uzumaki Shutou44P102.4%
forward movement into punchP102.4%
Kusanagi2K+G into down punch+kick+guard2P+K+G81.9%
backdash into evade down81.9%
evade up into Kasumigeri2K81.9%
evade up into crouch dash forward81.9%
evade up into Kusanagi2K+G71.6%
Kasumigeri2K61.4%

98 further openings account for the other 175 rounds.

Eileen

Career
873–768 · 53.2%
This season
62 matches · 56.5%
Peak rank
31

First hit in 53.4% of 253 rounds. Won 57.0% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Rensou HekizanPPP249.5%
backdash into evade up239.1%
forward movement into punchP197.5%
forward movement into RententaiPK145.5%
forward movement into Enkou RensouPP104.0%
backdash into evade down93.6%
evade up into guardG93.6%
evade down into crouch dash forward83.2%
evade down into guardG62.4%
evade up into crouch dash forward62.4%
Honshin Kousoutai3K+G52.0%
backdash into throwP+G52.0%
evade down into Fukushinshou2P52.0%
backdash into Enkou Kenka46P41.6%
backdash into punchP41.6%

77 further openings account for the other 102 rounds.

Lei Fei

Career
300–234 · 56.2%
This season
54 matches · 44.4%
Peak rank
29

First hit in 49.2% of 201 rounds. Won 46.5% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kaisei Tento1P+K209.7%
offensive move178.2%
backdash into evade up167.7%
forward movement into punchP167.7%
Zensoutai2K+G125.8%
evade down into guardG83.9%
evade down into crouch dash forward73.4%
forward movement into Renkan MahosuiPPP73.4%
offensive move into evade down73.4%
backdash into offensive move62.9%
forward movement into Sayu ShoukenPP62.9%
backdash into throwP+G52.4%
evade up into guardG41.9%
SokutankyakuK+G into Shishi DaichoukouK+GP31.4%
evade down31.4%

58 further openings account for the other 70 rounds.

Wolf

Career
66–66 · 50.0%
This season
24 matches · 45.8%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Jab StraightPP1819.6%
evade down into Low Drop Kick62K77.6%
backdash into Heavy Middle Kick3K+G66.5%
Low Drop Kick62K55.4%
evade down into crouch dash forward44.3%
evade down into guardG44.3%
forward movement into Elbow Butt4P44.3%
backdash into evade up33.3%
evade up into Low Drop Kick62K33.3%
evade up into guardG33.3%
Heavy Middle Kick3K+G22.2%
backdash into evade down22.2%
backdash into punchP22.2%
evade down22.2%
evade down into Elbow Butt4P22.2%

22 further openings account for the other 25 rounds.

Akira

Career
54–45 · 54.5%
This season
18 matches · 55.6%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into crouch dash forward1014.1%
guardG into Souka Housui3P+K57.0%
Souka Housui3P+K45.6%
evade down into forward dash45.6%
evade down into guardG45.6%
forward dash into Souka Housui3P+K45.6%
forward movement into KansuitaiPK45.6%
forward movement into punchP45.6%
backdash into evade up22.8%
evade down into Souka Housui3P+K22.8%
evade up into Souka Housui3P+K22.8%
evade up into guardG22.8%
evade up into punchP22.8%
guardG22.8%
Souka Housui3P+K into guardG11.4%

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

  • Aoi: 4 of 14 tests hold up
  • Eileen: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)