VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

JimmyPKG

  • Wolf
Career matches1,856
Career win rate57.2%
Round win rate50.1%
Peak rank40
Distinct opponents81
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1797 #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

Eileen401,48883964956.4%
Wolf3536822214660.3%

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

842 of 978 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

Eileen9.3559591
Wolf9.0537251

By opponent's character

Shun9.154890
Vanessa9.355885
Sarah9.456479
Jacky9.3556105
Jeffry8.852972
Akira9.355638
Kage9.557155
Jean9.255145
Lau8.853128
Brad9.154529
Lion8.853034
Aoi9.657736
Lei Fei9.054032
Goh9.355817
Pai8.852724
Wolf9.255227
El Blaze9.959222
Eileen9.054012
Taka9.65739
Dural9.55693

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

Shun30171356.7%+9.9
Vanessa27121544.4%-3.1
Sarah26101638.5%-11.6
Jacky25121348.0%+7.1
Jeffry22101245.5%-7.1
Akira1541126.7%-24.1
Kage135838.5%-11.3
Jean116554.5%-0.3
Lau104640.0%-12.0
Brad98188.9%+38.9
Lion94544.4%-2.6
Aoi84450.0%+1.8
Lei Fei86275.0%+33.4
Goh74357.1%+5.6
Pai75271.4%+5.7
Wolf65183.3%+30.1
El Blaze51420.0%-35.4
Eileen31233.3%-22.3
Taka21150.0%+10.8
Dural110100.0%+39.9

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

Open37181948.6%+1.2
Low Fence35191654.3%+9.5
Half Fence29101934.5%-12.8
Breakable Half Fence26141253.9%+7.7
Single Wall2315865.2%+12.9
Octagon2081240.0%-8.3
Rectangle1912763.2%+10.9
Breakable Full Fence1871138.9%-12.6
Full Fence and Open1810855.6%+2.2
Full Fence114736.4%-17.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12344.7%48.8%-4.1
No walls9554.7%48.5%+6.2

Walls against open: -10.3 points (95% range -23.4 to +2.8), p 0.124 — 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

シゲオ (Rank 33)2026/09/0642250.0%
インド人を右に (Rank 33)2026/09/0643175.0%
∈挙動不審∋ (Rank 33)2026/09/05550100.0%
AzaeManV (Rank 36)2026/08/2964266.7%
究極無敵 (Rank 38)2026/08/2463350.0%
neary (Rank 36)2026/08/243030.0%
RUSH (Rank 37)2026/08/1742250.0%
manatsu_7 (Rank 42)2026/08/02178947.1%
あむざん (Rank 42)2026/08/0231233.3%
愛蒔らぶり (Rank 42)2026/08/02145935.7%
酔竜功久米仙 (Rank 38)2026/07/2985362.5%
cyomiko (Rank 40)2026/07/292291340.9%
spacex_falcon_heavy (Rank 41)2026/07/2931233.3%
ラーメソマソ (Rank 45)2026/07/2631233.3%
使われジュニア。 (Rank 42)2026/07/264040.0%
jean (Rank 42)2026/07/2592722.2%
くりたろう (Rank 39)2026/07/2073442.9%
硬め濃いめ少なめお米 (Rank 42)2026/07/193030.0%
한덕수도못한짓거릴하네. (Rank 39)2026/07/19660100.0%
klkun (Rank 41)2026/07/1264266.7%
ひらがなであおき (Rank 40)2026/07/0532166.7%
じゃんぬ兄(公認) (Rank 36)2026/07/0443175.0%
ちび太☆らふぁ~る (Rank 42)2026/06/2841325.0%
エル・シエロ (Rank 41)2026/06/1351420.0%
banpal/バンパル (Rank 40)2026/05/3132166.7%

Round openings

Every character

backdash into evade down777.9%
offensive move into kickK495.0%
guardG363.7%
backdash into punchP252.5%
guardG into evade up252.5%
Arrow Knuckle3P242.5%
backdash into Enkou Kenka46P232.4%
crouch dash forward into Enkou Toutou3P+K232.4%
Hikou Senshi66K into Hikou Niki6K202.0%
Hikou Senshi66K into forward movement202.0%
forward movement into punchP191.9%
backdash into evade up181.8%
backward movement into evade up171.7%
Douchu6P161.6%
Low Hammer2P161.6%

228 further openings account for the other 571 rounds.

Eileen

Career
839–649 · 56.4%
This season
184 matches · 48.4%
Peak rank
40

First hit in 53.9% of 725 rounds. Won 54.7% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • Against Jeffry: backs off first in 55.8% of rounds, against 32.0% against everyone else.
  • On Half Fence stages: evades first in 10.7% of rounds, against 2.9% on the other stages.
  • After winning a round: attacks straight away in 43.3% of rounds, against 16.1% after losing one.
  • When ahead: attacks straight away in 37.4% of rounds, against 22.3% when level or behind.
  • In round 2: opens with “backdash into 46P Enkou Kenka” in 6.6% of rounds, against 2.0% in their other rounds.
  • Against Jeffry: opens with “backdash into evade down” in 23.3% of rounds, against 7.9% against everyone else.
  • After winning a round: opens with “offensive move into K kick” in 11.6% of rounds, against 4.1% after losing one.
  • When behind: opens with “backdash into evade down” in 13.6% of rounds, against 6.5% when ahead or level.

How is this tested?

backdash into evade down648.8%
offensive move into kickK496.7%
guardG273.7%
backdash into Enkou Kenka46P233.2%
crouch dash forward into Enkou Toutou3P+K233.2%
guardG into evade up233.2%
Hikou Senshi66K into Hikou Niki6K202.8%
Hikou Senshi66K into forward movement202.8%
backdash into punchP192.6%
Douchu6P162.2%
guardG into Enkou Kenka46P162.2%
guardG into evade down162.2%
backdash into evade up152.1%
forward movement into punchP141.9%
backward movement into evade down121.6%

159 further openings account for the other 371 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Vanessa2–6 · 25%9–8 · 53%too few to test
Shun5–5 · 50%9–5 · 64%too few to test
Sarah4–6 · 40%5–5 · 50%too few to test
Jacky5–7 · 42%3–4 · 43%too few to test

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

How is this tested?

Wolf

Career
222–146 · 60.3%
This season
60 matches · 51.7%
Peak rank
35

First hit in 53.4% of 251 rounds. Won 51.5% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P249.6%
Low Hammer2P166.4%
backdash into evade down135.2%
backdash into Low Hammer2P104.0%
Arrow Knuckle3P into guardG93.6%
Quick Shoulder66P+K into forward movement93.6%
guardG93.6%
Heavy Middle Kick3K+G83.2%
backdash into punchP62.4%
backward movement into Low Hammer2P62.4%
guardG into Low Hammer2P62.4%
backward movement into evade up52.0%
forward movement into punchP52.0%
punchP52.0%
backward movement into evade down41.6%

74 further openings account for the other 116 rounds.

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).
  • 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: 8 of 15 tests hold up
  • Wolf: not tested (too few rounds)