VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

EDO-and-EIN

  • Jeffry
  • Brad
  • Jacky
  • Taka
  • Jean
  • Shun
  • Lei Fei
Career matches1,725
Career win rate50.4%
Round win rate51.8%
Peak rank26
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1445 #2,382 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

Eileen2670435834650.9%
Jeffry2527715512256.0%
Lion—1605710335.6%
Taka24141786355.3%
Shun21110446640.0%
Brad21106475944.3%
Jacky2386503658.1%
Lei Fei2278423653.9%
Jean2163382560.3%

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

452 of 500 rounds counted

5.8 inputs a second (350 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen5.8346338
Jeffry6.337849
Brad6.136620
Jacky5.835014
Taka6.136713
Jean5.53288
Shun5.73437
Lei Fei6.23753

By opponent's character

Jeffry5.834776
Goh6.036157
Jacky5.935751
Akira5.935255
Lion5.734334
Pai5.834621
Brad5.130818
Sarah6.237516
Aoi5.331922
Jean6.035724
Lau6.740019
Wolf6.136823
Kage5.533120
El Blaze5.53288
Lei Fei5.63345
Vanessa5.13073

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

Jeffry2091145.0%-1.3
Goh145935.7%-16.0
Jacky149564.3%+5.5
Akira137653.9%-2.4
Lion87187.5%+21.5
Pai84450.0%-2.0
Brad76185.7%+24.6
Sarah74357.1%-0.7
Aoi63350.0%-16.2
Jean62433.3%-8.3
Lau62433.3%-19.4
Wolf65183.3%+13.4
Kage51420.0%-31.4
El Blaze220100.0%+61.4
Lei Fei110100.0%+62.6
Vanessa110100.0%+18.4

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

Breakable Half Fence1911857.9%-0.3
Octagon1912763.2%+13.1
Low Fence1410471.4%+17.0
Open148657.1%-2.0
Rectangle125741.7%-8.6
Breakable Full Fence113827.3%-35.6
Full Fence108280.0%+34.5
Half Fence93633.3%-23.2
Single Wall73442.9%-7.1
Full Fence and Open1010.0%-75.9

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
Walls8052.5%54.0%-1.5
No walls3560.0%56.0%+4.0

Walls against open: -5.5 points (95% range -25.2 to +14.2), p 0.585 — 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

hitokabe2003 (Rank 22)2026/09/09220100.0%
*ふゆもえ (Rank 21)2026/09/0953260.0%
NoBunnyNoLife (Rank 23)2026/09/0932166.7%
*NIL-NEON* (Rank 21)2026/06/21440100.0%
けつ毛バーガー相場 (Rank 17)2026/06/19440100.0%
WONDA2657 (Rank 24)2026/06/1932166.7%
imhanzo (Rank 27)2026/06/1843175.0%
앙기모띠~ (Rank 25)2026/06/1831233.3%
kobaman (Rank 27)2026/06/182020.0%
xXsoul-childXx (Rank 28)2026/06/1862433.3%
銀 (Rank 24)2026/06/1863350.0%
kimxxxtt (Rank 22)2026/06/1831233.3%
紫荆一头牛 (Rank 23)2026/06/17220100.0%
Martin1833 (Rank 24)2026/06/152020.0%
totoronooheso (Rank 21)2026/06/14220100.0%
melty01 (Rank 26)2026/06/1451420.0%
IT情報安全祈願 (Rank 25)2026/06/1321150.0%
drnneb75 (Rank 27)2026/06/1152340.0%
アル (Rank 25)2026/06/1151420.0%
DDaDDai (Rank 24)2026/06/1132166.7%
pomeranian&ferret (Rank 23)2026/05/27220100.0%
starszhouuu (Rank 23)2026/05/2721150.0%
osAnKIRA (Rank 23)2026/05/22220100.0%
kojop-oyabin (Rank 30)2026/05/0932166.7%
gimoring (Rank 24)2026/04/2132166.7%

Round openings

Every character

guardG11522.9%
Goku Senshin (Deflect)4P+K+G285.6%
guardG into punchP214.2%
evade up204.0%
evade down into Tanhikyaku9K183.6%
guardG into throw escape153.0%
evade up into guardG132.6%
evade up into Tanhikyaku9K122.4%
guardG into evade up122.4%
Kousokuhon7K+G81.6%
punchP81.6%
throw escape71.4%
Sway Back4P+K+G into Mighty Knee UpperK61.2%
backdash into Toe Kick2K61.2%
guardG into Rigou TenshintaiK+G61.2%

130 further openings account for the other 207 rounds.

Eileen

Career
358–346 · 50.9%
This season
95 matches · 52.6%
Peak rank
26

First hit in 40.8% of 382 rounds. Won 59.0% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 72.6% of rounds, against 39.6% in their other rounds.
  • After opening the round before by waiting: waits first in 53.0% of rounds, against 25.5% after anything else.
  • In round 1: opens with “G guard” in 43.2% of rounds, against 19.5% in their other rounds.
  • On Low Fence stages: opens with “4P+K+G Goku Senshin (Deflect)” in 19.6% of rounds, against 5.8% on the other stages.
  • After opening the round before with “G guard”: opens with “G guard” in 32.5% of rounds, against 14.6% after anything else.
  • After winning a round: opens with “4P+K+G Goku Senshin (Deflect)” in 14.2% of rounds, against 2.7% after losing one.
  • When ahead: opens with “G guard” in 27.5% of rounds, against 14.5% when level or behind.

How is this tested?

guardG9825.3%
Goku Senshin (Deflect)4P+K+G287.2%
evade down into Tanhikyaku9K184.6%
guardG into punchP174.4%
evade up153.9%
evade up into Tanhikyaku9K123.1%
evade up into guardG123.1%
guardG into throw escape112.8%
guardG into evade up102.6%
Kousokuhon7K+G82.1%
punchP82.1%
throw escape71.8%
guardG into Rigou TenshintaiK+G61.6%
evade down into Rigou TenshintaiK+G51.3%
evade up into punchP51.3%

76 further openings account for the other 128 rounds.

Jeffry

Career
155–122 · 56.0%
This season
14 matches · 64.3%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Toe Kick2K612.2%
backdash into Tsunami Beat3K+G36.1%
evade down into Toe Kick2K36.1%
guardG36.1%
backdash into Scoop Kick4K+G24.1%
evade up into Knee Attack6K24.1%
guardG into Knee Push4K24.1%
guardG into Toe Kick2K24.1%
Knee Push4K into Knee Push Wild Hook4KP12.0%
Tsunami Beat3K+G12.0%
backdash into Destruction WaveK+G12.0%
backdash into Full Swing Double Hammer41236P+K12.0%
backdash into backward movement12.0%
backward movement into Destruction WaveK+G12.0%
backward movement into Toe Kick2K12.0%

19 further openings account for the other 19 rounds.

Brad

Career
47–59 · 44.3%
This season
4 matches · 25.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sway Back4P+K+G into Mighty Knee UpperK630.0%
guardG420.0%
guardG into kickK210.0%
backward movement into guardG15.0%
evade down into Double Knee Solo9K15.0%
evade down into Sawk Klab6P+K15.0%
evade down into evade up15.0%
guardG into Sawk Klab6P+K15.0%
guardG into evade up15.0%
guardG into punchP15.0%
guardG into throw escape15.0%

Jacky

Career
50–36 · 58.1%
This season
3 matches · 66.7%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG214.3%
Beat KnuckleP+K into Beat & Back KnuckleP+KP17.1%
Bil Jee6P+K17.1%
Groin Kick6K+G17.1%
backdash into Long Stride Back Knuckle4P+K17.1%
backward movement into evade down17.1%
evade up into High Angle Upper Kick6K17.1%
evade up into Middle Kick3K17.1%
evade up into Smash Low Kick2K17.1%
guardG into Long Stride Back Knuckle4P+K17.1%
guardG into evade up17.1%
guardG into punchP17.1%
guardG into throw escape17.1%

Taka

Career
78–63 · 55.3%
This season
3 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up430.8%
guardG into throw escape215.4%
Ao'oni Midaremage214P+K17.7%
Tsuyubarai2P+K17.7%
evade up into Kachi'age33P+K17.7%
evade up into forward dash17.7%
guardG17.7%
guardG into Shita Harite2P17.7%
guardG into punchP17.7%

Jean

Career
38–25 · 60.3%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG675.0%
Doumawashi Kaitengeri46K+G112.5%
guardG into KagizukiPPP112.5%

Shun

Career
44–66 · 40.0%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin TankaP+K228.6%
Honshin Rensenkyaku4K+G114.3%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K114.3%
guardG114.3%
guardG into kickK114.3%
offensive move114.3%

Lei Fei

Career
42–36 · 53.9%
This season
1 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Fukusoushou2P133.3%
guardG into Kaisei Tento1P+K133.3%
no input133.3%

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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Eileen: 7 of 15 tests hold up
  • Jeffry: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)