VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

ただぁ!

  • Jean
  • Lau
Career matches488
Career win rate84.0%
Round win rate65.0%
Peak rank41
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1797 Not ranked yet: the list needs 50 matches. See 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

Eileen413553015484.8%
Jean341291062382.2%
Lau2643175.0%

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

124 of 160 rounds counted

9.2 inputs a second (552 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean9.456790
Eileen8.651634

By opponent's character

Akira9.154348
Jacky9.255217
Aoi9.456417
Jean10.160511
Lion10.46257
Taka7.94737
Vanessa9.35588
Eileen7.34383
Lau9.95963
Sarah9.65743

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

Akira1613381.2%+7.9
Jacky54180.0%-0.3
Aoi42250.0%-34.4
Jean43175.0%-9.1
Lion220100.0%+33.9
Pai220100.0%+48.7
Taka220100.0%+18.2
Vanessa21150.0%-45.7
Eileen110100.0%+6.7
Lau110100.0%+23.4
Sarah1010.0%-72.6
Shun110100.0%+18.6

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

Half Fence86275.0%-6.7
Low Fence75271.4%-4.7
Full Fence and Open53260.0%-28.9
Open550100.0%+26.7
Octagon440100.0%+21.8
Breakable Full Fence330100.0%+19.8
Breakable Half Fence31233.3%-55.2
Single Wall32166.7%-4.2
Rectangle220100.0%+46.7

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
Walls2080.0%78.7%+1.3
No walls1580.0%74.8%+5.2

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

テクノモデル (Rank 35)2026/07/25220100.0%
津古さん (Rank 35)2026/07/25110100.0%
ヘニオ (Rank 33)2026/07/251210283.3%
白澤 (Rank 36)2026/07/251010.0%
pinturicchio (Rank 32)2026/07/25330100.0%
AS (Rank 37)2026/07/25220100.0%
warukumadorikuma (Rank 31)2026/06/20220100.0%
トーマス軍団残党K (Rank 38)2026/06/2032166.7%
太尉 (Rank 32)2026/06/20110100.0%
マハリータまるこ (Rank 39)2026/06/2031233.3%
game_uver (Rank 32)2026/06/2021150.0%
さみぃ_ANTARES (Rank 32)2026/06/20110100.0%
danimura (Rank 32)2026/05/10110100.0%
MikuMartineau (Rank 30)2026/05/101010.0%
昆虫ちゃん (Rank 41)2026/05/10110100.0%
フォアグラ (Rank 25)2026/05/10110100.0%
mikichan_213 (Rank 27)2026/05/10110100.0%
CELIS (Rank 28)2026/05/10220100.0%
satoru5110 (Rank 27)2026/05/101010.0%

Round openings

Every character

backdash into evade up2415.0%
Douchu6P63.8%
backdash into Yamakuzushi6K63.8%
backdash into Gyaku Seikenzuki66P53.1%
forward movement into punchP53.1%
Gyaku Seikenzuki66P42.5%
crouch into Shitamaeken2P42.5%
evade down into Gyaku Seikenzuki66P42.5%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK31.9%
backdash into Sako Soushou4P+K31.9%
backdash into guardG31.9%
backdash into throw escape31.9%
forward dash into evade up31.9%
forward movement into Enkou RensouPP31.9%
guardG31.9%

66 further openings account for the other 81 rounds.

Jean

Career
106–23 · 82.2%
This season
27 matches · 85.2%
Peak rank
34

First hit in 45.1% of 102 rounds. Won 80.4% of the rounds they struck first, 64.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1413.7%
backdash into Yamakuzushi6K65.9%
backdash into Gyaku Seikenzuki66P54.9%
Gyaku Seikenzuki66P43.9%
crouch into Shitamaeken2P43.9%
evade down into Gyaku Seikenzuki66P43.9%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK32.9%
backdash into guardG32.9%
backdash into throw escape32.9%
forward dash into evade up32.9%
Gyaku Seikenzuki66P into punchP22.0%
backdash into Hou'ou Kourui Otoshi4K+G22.0%
backdash into Kake'uchi~Maekeri'age46PK22.0%
backdash into Oihiji4P+K22.0%
backdash into Shutoukiri~Ushirogeri4PK22.0%

38 further openings account for the other 43 rounds.

Eileen

Career
301–54 · 84.8%
This season
9 matches · 55.6%
Peak rank
41

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Douchu6P617.6%
backdash into evade up411.8%
forward movement into Enkou RensouPP38.8%
forward movement into punchP38.8%
crouch dash forward into Enkou Toutou3P+K25.9%
guardG25.9%
guardG into Enkou Toutou3P+K25.9%
Hikou Bokushoku9P12.9%
Hikou Senshi66K12.9%
Hikou Senshi66K into Hikou Niki6K12.9%
Jinraishou6P+K into Sayu Gekishou6P+KP12.9%
backdash into Hikou Hagetsu33P12.9%
backdash into backward movement12.9%
backdash into evade down12.9%
evade down into crouch dash forward12.9%

4 further openings account for the other 4 rounds.

Lau

Career
3–1 · 75.0%
This season
5 matches · 80.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up625.0%
backdash into Sako Soushou4P+K312.5%
Fukko Kensou1P into guardG28.3%
Kosoushou46P into forward movement28.3%
Chugeki6P14.2%
Fukko Kensou1P14.2%
Kosoushou46P into forward dash14.2%
Sako Soushou4P+K14.2%
Souchuken2P14.2%
backward movement into evade up14.2%
evade down into Senchutai3K14.2%
evade down into crouch dash forward14.2%
guardG into Chugeki6P14.2%
guardG into evade up14.2%
guardG into offensive move14.2%

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

  • Jean: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Lau: not tested (too few rounds)