VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

PetitGros&Moche

  • Dural
  • Shun
  • Kage
  • Jean
  • Vanessa
Career matches2,397
Career win rate44.7%
Round win rate48.2%
Peak rank31
Distinct opponents59
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1377 #2,774 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

Eileen312,0939651,12846.1%
Dural26108476143.5%
Jean26104396537.5%
Shun2661154624.6%
Kage261751229.4%
Vanessa26140140.0%

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

659 of 1,011 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen8.3496197
Dural8.5508251
Shun7.645698
Kage7.846667
Jean6.840726
Vanessa6.740320

By opponent's character

Goh8.752137
Jacky7.343685
Akira7.846834
Dural8.752395
Aoi8.249168
Sarah8.047863
Brad8.248933
Pai8.148547
El Blaze8.953348
Kage7.041816
Shun7.846829
Jeffry7.544812
Lei Fei7.947417
Eileen6.941614
Jean8.349624
Lau7.846914
Lion8.349723

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

Goh34171750.0%+6.9
Jacky3092130.0%-4.0
Akira2920969.0%+22.9
Dural2461825.0%-9.9
Aoi1911857.9%+4.6
Sarah1951426.3%-25.6
Brad1510566.7%+9.1
Pai148657.1%-9.8
El Blaze136746.1%-9.2
Kage115645.5%-2.1
Shun104640.0%-5.8
Jeffry87187.5%+35.5
Lei Fei74357.1%+3.7
Eileen660100.0%+14.1
Jean6060.0%-14.0
Lau63350.0%+3.2
Lion6060.0%-34.7
Wolf2020.0%-12.4

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

Full Fence47143329.8%-13.6
Low Fence36171947.2%+3.6
Rectangle32201262.5%+13.3
Single Wall30121840.0%-4.4
Breakable Half Fence26101638.5%-14.5
Octagon2091145.0%-0.4
Breakable Full Fence1991047.4%+3.7
Open1911857.9%+6.9
Half Fence149564.3%+0.6
Full Fence and Open107370.0%+28.6

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15844.9%47.6%-2.7
No walls8547.1%45.7%+1.4

Walls against open: -4.0 points (95% range -19.7 to +11.6), p 0.613 — 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

Wredzio (Rank 5)2026/08/30440100.0%
RustyTachikoma[EU] (Rank 24)2026/08/294040.0%
nadol90 (Rank 36)2026/08/291621412.5%
󠀡󠀡 (Rank 23)2026/08/2363350.0%
Psilo (Rank 22)2026/08/2383537.5%
Dogfingers (Rank 23)2026/08/23129375.0%
Blayer97 (Rank 19)2026/08/2364266.7%
Todd (Rank 3)2026/08/04440100.0%
skywalkeR78081 (Rank 24)2026/08/04114736.4%
GOMVPGO (Rank 33)2026/08/045050.0%
Kingheim (Rank 35)2026/08/041921710.5%
Ilyricio (Rank 24)2026/08/0451420.0%
yazen (Rank 19)2026/07/3085362.5%
goodjay (Rank 25)2026/07/2751420.0%
Dadino67italy (Rank 33)2026/07/081761135.3%
Rayne (Rank 42)2026/07/084040.0%
RickoSama (Rank 23)2026/07/08440100.0%
CoolerTails (Rank 36)2026/06/0742250.0%
Shima (Rank 24)2026/05/111611568.8%
StudioJiburi (Rank 33)2026/05/1153260.0%
ice (Rank 22)2026/04/0843175.0%
JoJailo(FR) (Rank 29)2026/04/021412285.7%
BloodyRoseVF (Rank 34)2026/03/3052340.0%
Lorcan (Rank 30)2026/03/2654180.0%
NEO-13 (Rank 26)2026/03/2632166.7%

Round openings

Every character

Enkou RensouPP into Rensou HekizanPPP616.0%
punchP into Enkou RensouPP474.7%
evade down into Matsumensou4P+K434.2%
Kousokuhon7K+G323.2%
Enkou Nyudou214P+K into Enkou ShutsudouP242.4%
forward dash into throwP+G202.0%
Spine Whip4P into Lumpini Combination4PK181.8%
up-back kick+guard7K+G into up-back, back, up-back kick+guard747K+G181.8%
backdash into Kesshi Hanbi46K+G171.7%
Douchu6P into Jouho Chu'un6PP141.4%
Jinraishou6P+K141.4%
backdash141.4%
backdash into Enkou Nyurin66P141.4%
Tanhikyaku9K131.3%
crouch into Oishitazuki3PP121.2%

329 further openings account for the other 650 rounds.

Eileen

Career
965–1,128 · 46.1%
This season
129 matches · 55.0%
Peak rank
31

First hit in 53.3% of 503 rounds. Won 56.7% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Enkou RensouPP into Rensou HekizanPPP6112.1%
punchP into Enkou RensouPP479.3%
evade down into Matsumensou4P+K438.5%
Kousokuhon7K+G326.3%
Enkou Nyudou214P+K into Enkou ShutsudouP244.7%
backdash into Kesshi Hanbi46K+G173.4%
forward dash into throwP+G153.0%
Douchu6P into Jouho Chu'un6PP142.8%
Jinraishou6P+K142.8%
backdash into Enkou Nyurin66P142.8%
Tanhikyaku9K132.6%
Enkou Nyudou214P+K91.8%
backdash into Taisei Soudou46P+K91.8%
backdash into Tanhikyaku9K91.8%
evade down into Jinraishou6P+K91.8%

95 further openings account for the other 176 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Goh12–8 · 60%4–4 · 50%too few to test
Akira9–2 · 82%6–3 · 67%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?

Dural

Career
47–61 · 43.5%
This season
64 matches · 51.6%
Peak rank
26

First hit in 38.3% of 248 rounds. Won 49.5% of the rounds they struck first, 53.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Spine Whip4P into Lumpini Combination4PK187.2%
up-back kick+guard7K+G into up-back, back, up-back kick+guard747K+G187.2%
punchP into One TwoPP124.8%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK104.0%
One TwoPP into One Two UpperPPP104.0%
backdash104.0%
back kick+guard4K+G into kick+guardK+G72.8%
backdash into back, forward kick+guard46K+G72.8%
up-back kick+guard7K+G into kick+guardK+G72.8%
Stop Kick4K into forward dash62.4%
forward dash into throwP+G52.0%
punchP52.0%
backdash into back kick+guard4K+G41.6%
up, up-back kick+guard87K+G into up, up-back, back, up-back kick+guard8747K+G41.6%
up-back kick+guard7K+G41.6%

96 further openings account for the other 124 rounds.

Shun

Career
15–46 · 24.6%
This season
26 matches · 23.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P into Haisenchu Kaikakyaku1PK1111.2%
backdash into Tenshin Benshu4P+K88.2%
backdash into Haisenchu1P77.1%
crouch into Haisenchu1P77.1%
punchP into RengekiPP66.1%
Gyoushin Suitai4K into Getsuga Chougeki4KP33.1%
Kasen Chugeki6P into Kasen Zenbokushou6PP33.1%
Haisenchu1P into Tenshin Haishu4P22.0%
Honshin Rensenkyaku4K+G into Tanhi ChougekiK+G22.0%
Kouhi Tentai7K+G22.0%
Kouhi Tentai7K+G into backdash22.0%
Koushu Katai1K into Koushu Rentai1KK22.0%
backdash22.0%
kickK into Saishu RenkangekiPPP22.0%
punchP into Chougeki RigoutaiPK22.0%

37 further openings account for the other 37 rounds.

Jean

Career
39–65 · 37.5%
This season
17 matches · 35.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Oishitazuki3PP1217.4%
crouch into Shitamaeken2P1014.5%
backdash into Hou'ou Kourui Otoshi4K+G57.2%
Hangetsu NirenzukiP+K34.3%
Harai'uke (Deflect)4P+K+G34.3%
KounirenPP into KagizukiPPP34.3%
Gyaku Seikenzuki66P into punchP22.9%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK22.9%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK11.4%
Gyaku Seikenzuki66P into KounirenPP11.4%
Hou'ou Kourui Otoshi4K+G into Joudan Ushiro MawashigeriK+G11.4%
Kakegeri9K into Oishitazuki3PP11.4%
Maegeri~InabikariKP into Maegeri~InazumazukiKPP11.4%
Nozuchi1P+K11.4%
Shitazuki3P into Oishitazuki3PP11.4%

22 further openings account for the other 22 rounds.

Kage

Career
5–12 · 29.4%
This season
18 matches · 27.8%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Suishageri7K+G811.9%
ResshouPP into SandangekiPPP710.4%
backdash into Fujinkyaku46K+G710.4%
punchP into ResshouPP69.0%
SandangekiPPP into Sandan UrageriPPPK46.0%
Gen'you4K+G into Furikakato OtoshiK+G23.0%
punchP23.0%
punchP into HagasanePK23.0%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In FujinP11.5%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In Kusanagigiri6P11.5%
Hagakure-ryu In Shippujin4P+K+G into backward movement11.5%
Kasumi Yaiba66P+K into Nagiharai6P+K11.5%
Rakujin Gaeri44P into punchP11.5%
Rakuyou Senpudan8P+K11.5%
Rakuyou Senpudan8P+K into SouhajinP+K11.5%

22 further openings account for the other 22 rounds.

Vanessa

Career
0–14 · 0.0%
This season
5 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into Heel Kick6K+G315.0%
Defensive Style: backdash into back kick+guard4K+G210.0%
Defensive Style: kick into Switch Left SlicerKK210.0%
Defensive Style: Heel Kick into throwP+G15.0%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K15.0%
Defensive Style: Shadow Slicer into Switch Left SlicerKK15.0%
Defensive Style: Stomach Crush15.0%
Defensive Style: backdash15.0%
Defensive Style: backdash into Back Charge Kick44K+G15.0%
Defensive Style: backdash into Set-up (Offensive Style)P+K+G15.0%
Defensive Style: backdash into Spinning Savate66K+G15.0%
Defensive Style: backdash into Stinger Low Blow1P+K15.0%
Defensive Style: backdash into Switch Left SlicerKK15.0%
Defensive Style: guard into backward movement15.0%
Defensive Style: guard into throw escape15.0%

1 further openings account for the other 1 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 (13 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 13 tests hold up
  • Dural: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)