VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

okinawa_39

Career matches9,356
Career win rate51.2%
Round win rate49.3%
Peak rank42
Distinct opponents224
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1868 #196 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

Eileen429,3444,7874,55751.2%
Aoi—125741.7%

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

3,233 of 5,159 rounds counted

6.9 inputs a second (413 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen6.94133,233

By opponent's character

Akira7.0422433
Kage6.6393371
Lau7.0421216
Jacky6.9415214
Sarah6.9413230
Vanessa7.0418149
Lion6.9415228
Aoi6.9416178
Shun7.2430130
Brad6.8407135
Jean6.7401142
El Blaze7.1426132
Jeffry7.042396
Wolf7.544846
Lei Fei6.8406133
Pai7.041898
Eileen6.438676
Goh7.0418103
Taka6.740096
Dural6.639527

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

Akira1816811337.6%-10.2
Kage120635752.5%+3.4
Lau90454550.0%+4.6
Jacky84374744.0%-3.9
Sarah83364743.4%-5.7
Vanessa74433158.1%+9.1
Lion71363550.7%+3.3
Aoi62313150.0%-0.7
Shun55342161.8%+11.6
Brad54262848.1%+1.2
Jean53282552.8%-0.8
El Blaze49222744.9%+1.6
Jeffry45242153.3%+1.3
Wolf44242054.5%+8.6
Lei Fei42192345.2%-0.5
Pai40172342.5%-9.8
Eileen39142535.9%-7.9
Goh38251365.8%+14.3
Taka36181850.0%-0.9
Dural22101245.5%-7.0

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Open152668643.4%-2.9
Single Wall141677447.5%-0.5
Breakable Full Fence132735955.3%+8.7
Rectangle131646748.9%+0.5
Half Fence128666251.6%+4.3
Breakable Half Fence126626449.2%-2.2
Octagon125626349.6%+0.3
Low Fence120566446.7%-1.5
Full Fence109496045.0%-4.4
Full Fence and Open70333747.1%-1.8

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls75150.1%48.8%+1.2
No walls41345.8%47.2%-1.5

Walls against open: +2.7 points (95% range -3.5 to +8.9), p 0.395 — 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

愛蒔らぶり (Rank 41)2026/10/1221111052.4%
jinmenusagi (Rank 43)2026/10/1250222844.0%
『ρε』.α (Rank 41)2026/10/12135838.5%
ミニマム (Rank 41)2026/10/121641225.0%
ビルちゃん (Rank 40)2026/10/11125741.7%
★闘将拉麵男★ (Rank 40)2026/10/0533181554.5%
ヨドリバジャッキー (Rank 41)2026/09/26136746.1%
jean (Rank 42)2026/09/253672919.4%
いくお (Rank 42)2026/09/252361726.1%
cyomiko (Rank 41)2026/09/242681830.8%
manatsu_7 (Rank 44)2026/09/2238122631.6%
マハリータまるこ (Rank 40)2026/09/1538231560.5%
デネ (Rank 42)2026/09/14189950.0%
ケツバッターE (Rank 41)2026/09/13124833.3%
シエロJ (Rank 42)2026/09/12124833.3%
こんにちわアキラ (Rank 42)2026/09/08157846.7%
モブ太郎 (Rank 42)2026/08/27158753.3%
ダンプよっし~2.0 (Rank 39)2026/08/17148657.1%
ちぃつが (Rank 37)2026/07/291551033.3%
めがじぇね (Rank 42)2026/07/281551033.3%
ふかふか (Rank 38)2026/07/272015575.0%
かべごん (Rank 38)2026/07/25169756.2%
うるヲ参拾 (Rank 38)2026/07/13139469.2%
でぶちん (Rank 42)2026/06/23123925.0%
シズラヒモビッチ (Rank 41)2026/06/11134930.8%

Round openings

Eileen

Career
4,787–4,557 · 51.2%
This season
1,282 matches · 48.4%
Peak rank
42

First hit in 51.0% of 4,794 rounds. Won 52.1% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 12.4% of rounds, against 4.3% in their other rounds.
  • Against Kage: waits first in 16.3% of rounds, against 6.2% against everyone else.
  • On Rectangle stages: backs off first in 46.4% of rounds, against 36.4% on the other stages.
  • After opening the round before by backing off: backs off first in 46.7% of rounds, against 36.2% after anything else.
  • After the opponent opened the round before by attacking: backs off first in 43.6% of rounds, against 38.4% after anything else.
  • After losing a round: backs off first in 54.4% of rounds, against 25.5% after winning one.
  • When behind: backs off first in 53.9% of rounds, against 31.1% when ahead or level.
  • In round 2: opens with “backdash into evade up” in 9.2% of rounds, against 5.7% in their other rounds.
  • Against Akira: opens with “backdash into G guard” in 16.2% of rounds, against 5.1% against everyone else.
  • On Breakable Full Fence stages: opens with “offensive move into evade up” in 11.3% of rounds, against 8.1% on the other stages.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 15.4% of rounds, against 7.5% after anything else.
  • After losing a round: opens with “backdash into 46P Enkou Kenka” in 12.1% of rounds, against 4.2% after winning one.
  • When behind: opens with “backdash into 46P Enkou Kenka” in 12.4% of rounds, against 5.9% when ahead or level.

How is this tested?

offensive move into evade up4098.5%
backdash into Enkou Kenka46P3517.3%
backdash into guardG3236.7%
backdash into evade up3186.6%
forward movement into Rensou HekizanPPP2565.3%
evade up into up-back kick7K2545.3%
crouch into Fukushinshou2P2204.6%
forward movement into punchP1883.9%
Kousokuhon7K+G1773.7%
Hikou Senshi66K1763.6%
forward movement into Enkou RensouPP1202.5%
up-back kick7K1202.5%
backdash into punchP1022.1%
Honshin Kousoutai3K+G931.9%
punchP into Enkou RensouPP901.9%

272 further openings account for the other 1,629 rounds.

Counted from 1,199 of the 1,282 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira45–60 · 43%12–37 · 24%+15.8
Kage38–25 · 60%16–25 · 39%+19.6
Jacky21–24 · 47%12–21 · 36%+11.6
Sarah23–30 · 43%10–8 · 56%too few to test
Lau22–22 · 50%14–16 · 47%too few to test
Vanessa23–15 · 61%16–12 · 57%too few to test
Lion20–20 · 50%13–8 · 62%too few to test
Aoi19–19 · 50%8–9 · 47%too few to test
Brad15–14 · 52%8–8 · 50%too few to test
El Blaze12–14 · 46%10–12 · 45%too few to test
Shun15–11 · 58%11–7 · 61%too few to test
Jean17–17 · 50%4–6 · 40%too few to test
Wolf14–9 · 61%6–10 · 38%too few to test
Jeffry13–14 · 48%10–4 · 71%too few to test
Eileen6–10 · 38%4–9 · 31%too few to test
Goh13–9 · 59%5–3 · 62%too few to test
Pai10–10 · 50%4–4 · 50%too few to test
Lei Fei5–9 · 36%5–8 · 38%too few to test
Taka6–11 · 35%9–5 · 64%too few to test
Dural8–10 · 44%2–1 · 67%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

83 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

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 (17 here; about 0.9 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: 13 of 17 tests hold up