VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

きくらげ

  • Jeffry
  • Jean
  • Lei Fei
Career matches1,178
Career win rate58.8%
Round win rate54.7%
Peak rank36
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1686 #866 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

Eileen3694856338559.4%
Jeffry26127626548.8%
Jean3088602868.2%
Lei Fei26158753.3%

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

291 of 338 rounds counted

6.4 inputs a second (385 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen6.5391211
Jeffry6.136663
Lei Fei6.438217

By opponent's character

Jacky6.539136
Aoi6.136841
Akira6.438434
Vanessa6.338036
Jeffry6.438428
Pai6.538823
Wolf6.740223
Sarah6.639619
Goh6.53908
Lau6.036310
Brad6.63937
Jean6.23748
Lei Fei6.538810
Lion6.94158

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

Jacky138561.5%+2.7
Aoi105550.0%-11.1
Akira96366.7%+1.4
Vanessa94544.4%-8.8
Jeffry72528.6%-27.9
Pai64266.7%+2.2
Wolf660100.0%+36.9
Sarah53260.0%-0.9
Goh43175.0%+11.4
Lau31233.3%-18.7
Brad220100.0%+34.1
Jean21150.0%-7.7
Lei Fei220100.0%+45.6
Lion21150.0%-4.7
Kage110100.0%+30.0
Shun1010.0%-58.3

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 Fence156940.0%-22.9
Breakable Half Fence116554.5%-0.1
Single Wall116554.5%-7.8
Low Fence107370.0%+8.6
Octagon76185.7%+28.0
Full Fence64266.7%+5.6
Half Fence64266.7%-0.2
Open63350.0%-11.5
Rectangle64266.7%+14.1
Full Fence and Open110100.0%+51.4

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
Walls5158.8%58.7%+0.1
No walls2759.3%61.6%-2.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

rikubon-ps (Rank 38)2026/09/0632166.7%
プリおじ (Rank 33)2026/09/0632166.7%
津古さん (Rank 36)2026/08/2321150.0%
ジズー (Rank 32)2026/08/02220100.0%
nanbara (Rank 36)2026/08/022020.0%
yta_k (Rank 35)2026/08/0221150.0%
リーウ (Rank 33)2026/08/02220100.0%
Caretta222 (Rank 32)2026/08/022020.0%
RAINBOWUNK (Rank 33)2026/08/0221150.0%
n-nova06 (Rank 32)2026/07/26220100.0%
フルレバ (Rank 36)2026/07/26330100.0%
ぼっちエンジェル (Rank 31)2026/07/26330100.0%
太鼓の別人@夏Bonus無し (Rank 32)2026/07/26220100.0%
liangliangit (Rank 32)2026/07/1221150.0%
よーこー (Rank 35)2026/07/1221150.0%
ねこむーと (Rank 35)2026/06/1421150.0%
oichanJP (Rank 28)2026/06/072020.0%
midori6127 (Rank 26)2026/06/0721150.0%
donburiblaze (Rank 27)2026/06/073030.0%
しろ☆おびJB,ミッキー (Rank 24)2026/06/07220100.0%
RENCYZOMB13 (Rank 26)2026/06/0742250.0%
アオゾラ。aozora (Rank 26)2026/06/0732166.7%
all'arrabbiata563 (Rank 29)2026/05/1721150.0%
L_arc_en_SIGERU (Rank 34)2026/05/1721150.0%
nakachin30 (Rank 28)2026/04/2621150.0%

Round openings

Every character

Douchu6P267.7%
crouch dash forward into Enkou Toutou3P+K205.9%
forward movement into punchP205.9%
backdash into Kesshi Hanbi46K+G175.0%
forward dash into Douchu6P154.4%
forward movement into Enkou RensouPP144.1%
forward dash into guardG133.9%
Hikou Senshi66K123.5%
forward dash into Enkou Toutou3P+K92.7%
Hikou Hagetsu33P72.1%
guardG into evade up72.1%
Honshin Kousoutai3K+G61.8%
backdash into forward dash61.8%
guardG into Middle Hell Stab6P+K61.8%
backdash into Enkou Kenka46P51.5%

98 further openings account for the other 155 rounds.

Eileen

Career
563–385 · 59.4%
This season
54 matches · 66.7%
Peak rank
36

First hit in 55.5% of 220 rounds. Won 65.6% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Douchu6P2611.6%
crouch dash forward into Enkou Toutou3P+K208.9%
backdash into Kesshi Hanbi46K+G177.6%
forward dash into Douchu6P156.7%
forward movement into Enkou RensouPP146.2%
Hikou Senshi66K125.3%
forward dash into Enkou Toutou3P+K94.0%
forward dash into guardG94.0%
Hikou Hagetsu33P73.1%
Honshin Kousoutai3K+G62.7%
backdash into forward dash62.7%
guardG into evade up62.7%
backdash into Enkou Kenka46P52.2%
backdash into forward movement52.2%
forward movement into punchP41.8%

47 further openings account for the other 64 rounds.

Jeffry

Career
62–65 · 48.8%
This season
16 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1422.2%
guardG into Middle Hell Stab6P+K69.5%
crouch into Low Knuckle2P46.3%
forward dash into guardG46.3%
forward dash into forward movement34.8%
Elbow Butt6P23.2%
Overblow Shoulder66P+K23.2%
forward dash into Elbow Butt6P23.2%
forward dash into Sunlit Body Upper3P+K23.2%
forward movement into Double KnucklePP23.2%
forward movement into guardG23.2%
Elbow Butt6P into Elbow Hammer6PP11.6%
Overblow Shoulder66P+K into throwP+G11.6%
backdash11.6%
backdash into Double Hammer Down43P11.6%

16 further openings account for the other 16 rounds.

Jean

Career
60–28 · 68.2%
This season
8 matches · 50.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P412.1%
guardG into kickK412.1%
Yoko'enpi6P39.1%
backdash into Nozuchi1P+K26.1%
backdash into backward movement26.1%
forward movement into punchP26.1%
Gyaku Seikenzuki66P into evade down13.0%
Nukitesashi6P+K13.0%
Yoko'enpi6P into forward dash13.0%
backdash into Gyaku Seikenzuki66P13.0%
backdash into Harai'uke (Deflect)4P+K+G13.0%
backdash into Sune'ori1K+G13.0%
backdash into guardG13.0%
crouch dash forward into Hangetsu NirenzukiP+K13.0%
evade down into backdash13.0%

7 further openings account for the other 7 rounds.

Lei Fei

Career
8–7 · 53.3%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Shatenshou33P423.5%
guardG into Rigoutai6K423.5%
crouch dash back into Kakushu Suigeki6P211.8%
Bunkyaku3K into guardG15.9%
backdash into Toushou66P15.9%
crouch dash forward into Fukushin Soukyaku33K+G15.9%
crouch dash forward into Rigoutai6K15.9%
crouch dash forward into evade down15.9%
crouch dash forward into throwP+G15.9%
forward dash into Rigoutai6K15.9%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Eileen: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)