VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

Shaudy2TurboTE

  • Aoi
  • Kage
  • Sarah
  • Jean
Career matches338
Career win rate67.5%
Round win rate51.9%
Peak rank24
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1408 #2,610 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

Eileen231471014668.7%
Kage2480562470.0%
Aoi2266442266.7%
Sarah2042251759.5%
Jean1632166.7%

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

260 of 260 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.8349145
Kage6.035868
Eileen6.840925
Sarah5.834714
Jean6.33788

By opponent's character

Akira5.734290
Lau6.337958
Jeffry6.237230
El Blaze5.331813
Sarah6.036214
Taka5.734410
Vanessa6.33779
Wolf6.337510
Goh6.33788
Jacky6.23709
Shun5.53309

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

Akira24131154.2%+2.2
Lau158753.3%-10.3
Jeffry86275.0%+14.8
El Blaze31233.3%+8.0
Sarah32166.7%+14.9
Taka31233.3%-19.1
Vanessa330100.0%+33.3
Wolf32166.7%-5.2
Goh2020.0%-14.9
Jacky2020.0%-25.9
Shun2020.0%-15.3

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

Low Fence136746.1%-9.6
Half Fence128466.7%+2.1
Breakable Full Fence117463.6%+6.9
Open74357.1%+12.3
Rectangle53260.0%+23.5
Breakable Half Fence42250.0%-2.7
Full Fence and Open31233.3%-41.9
Octagon2020.0%-15.3
Single Wall21150.0%-9.4

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
Walls3458.8%54.3%+4.5
No walls2250.0%51.9%-1.9

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

Marbles (Rank 24)2026/10/18135838.5%
BearPrincess420 (Rank 17)2026/10/1732166.7%
UltraSeBassツ (Rank 36)2026/10/1731233.3%
chaingrabs (Rank 26)2026/10/1732166.7%
BogWraith (Rank 13)2026/10/16107370.0%
y2d (Rank 43)2026/10/162020.0%
Twonny (Rank 25)2026/10/1674357.1%
GamesoftRobo (Rank 28)2026/10/1621150.0%
Momomia (Rank 29)2026/10/152020.0%
a39611619 (Rank 21)2026/10/15440100.0%
JOneStar (Rank 23)2026/10/1331233.3%
TerryIrvin (Rank 36)2026/10/132020.0%
JojoRider (Rank 16)2026/10/12330100.0%
agprincess (Rank 26)2026/09/0551420.0%
Roadkill93 (Rank 21)2026/09/0565183.3%

Round openings

Every character

backward movement into backdash513.2%
Douchu6P410.5%
backdash into Kousokuhon7K+G37.9%
backdash into offensive move25.3%
Douchu6P into Jouho Chu'un6PP12.6%
Enkou Chousou3P into guardG12.6%
Hiji'uchi6P12.6%
Jakenshou214P+K12.6%
Jakenshou214P+K into evade down12.6%
backdash12.6%
backdash into Dokuritsu SouganP+K12.6%
backdash into Doukudaki46K12.6%
backdash into Hagakure-ryu In Raijingeki46P+K12.6%
backdash into Hikou Niki6K12.6%
backdash into Rakujin Gaeri44P12.6%

13 further openings account for the other 13 rounds.

Counted from 11 of the 25 matches played. The rest were not pulled for openings.

Eileen

Career
101–46 · 68.7%
This season
7 matches · 71.4%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into backdash520.0%
Douchu6P416.0%
backdash into Kousokuhon7K+G312.0%
backdash into offensive move28.0%
Douchu6P into Jouho Chu'un6PP14.0%
Enkou Chousou3P into guardG14.0%
backdash14.0%
backdash into Dokuritsu SouganP+K14.0%
backdash into Hikou Niki6K14.0%
backdash into backward movement14.0%
backdash into guardG14.0%
backdash into kickK14.0%
backward movement into Enkou Kenka46P14.0%
backward movement into Zensoutai2K+G14.0%
evade down into Rinheki Hairen1PK14.0%

Kage

Career
56–24 · 70.0%
This season
18 matches · 44.4%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P17.7%
Jakenshou214P+K17.7%
Jakenshou214P+K into evade down17.7%
backdash into Doukudaki46K17.7%
backdash into Hagakure-ryu In Raijingeki46P+K17.7%
backdash into Rakujin Gaeri44P17.7%
backdash into Tsumujigeri2K+G17.7%
backward movement into Hagakure-ryu In Shippujin4P+K+G17.7%
backward movement into guardG17.7%
crouch dash back into Jakenshou214P+K17.7%
crouch dash back into Kodachinuki4K17.7%
guardG17.7%
punchP into HagasanePK17.7%

Counted from 4 of the 18 matches played. The rest were not pulled for openings.

Not counted here: Aoi, Jean, Sarah. Their matches were not pulled for openings.

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)
  • Kage: not tested (too few rounds)