VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

muuuuuuk

  • Goh
Career matches8,199
Career win rate48.5%
Round win rate49.6%
Peak rank30
Distinct opponents363
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1421 #2,530 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

Eileen308,0203,8974,12348.6%
Goh211797910044.1%

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

2,310 of 3,145 rounds counted

6.3 inputs a second (377 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen6.33772,299
Goh5.834811

By opponent's character

Akira6.2371292
Wolf6.5392229
Jeffry6.3376193
Aoi6.3379144
Jacky6.5393145
Pai6.2372141
El Blaze6.1366161
Sarah6.4382130
Lau6.5388104
Goh6.338195
Jean6.2371120
Lion6.2374101
Shun6.035877
Kage6.036165
Brad6.5392104
Vanessa6.438566
Lei Fei6.136747
Eileen6.036236
Taka5.733933
Dural6.237527

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

Akira85315436.5%-11.8
Wolf71323945.1%-1.5
Jeffry63372658.7%+15.7
Aoi61372460.7%+10.2
Jacky59302950.9%+2.9
Pai47192840.4%-7.7
El Blaze46212545.6%-7.0
Sarah46242252.2%+7.4
Lau39142535.9%-8.5
Goh36191752.8%+6.9
Jean36162044.4%-0.6
Lion35132237.1%-7.4
Shun31151648.4%+3.6
Kage28141450.0%+1.6
Brad27161159.3%+12.0
Vanessa2051525.0%-22.8
Lei Fei1771041.2%-6.2
Eileen106460.0%+2.8
Taka106460.0%+13.0
Dural73442.9%-8.2

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 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

Half Fence99524752.5%+5.8
Open88474153.4%+4.4
Rectangle84345040.5%-7.7
Breakable Full Fence78413752.6%+8.1
Octagon77294837.7%-11.2
Full Fence73393453.4%+6.2
Single Wall67283941.8%-7.3
Low Fence62313150.0%+3.1
Breakable Half Fence56302653.6%+7.5
Full Fence and Open34151944.1%-1.1

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
Walls46748.2%47.1%+1.1
No walls21748.8%48.5%+0.3

Walls against open: +0.8 points (95% range -7.2 to +8.7), p 0.848 — 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

え~る (Rank 29)2026/10/1651420.0%
ぽん (Rank 28)2026/10/1253260.0%
HAM (Rank 30)2026/10/1251420.0%
44884 (Rank 31)2026/10/1251420.0%
GWO (Rank 25)2026/10/12880100.0%
gyoujyun (Rank 30)2026/10/1265183.3%
銀 (Rank 31)2026/10/1163350.0%
なっちゃんねる (Rank 27)2026/10/111551033.3%
shurato-hidaka98 (Rank 33)2026/10/1062433.3%
temp002 (Rank 30)2026/10/0295455.6%
Akishin-0313 (Rank 30)2026/09/2463350.0%
カプリッチョ (Rank 27)2026/09/2493633.3%
misoazy (Rank 27)2026/08/3084450.0%
TAIDADA (Rank 26)2026/08/0583537.5%
hayasano1226 (Rank 24)2026/08/0364266.7%
dalmax72 (Rank 24)2026/07/2365183.3%
Shioooni (Rank 26)2026/07/0483537.5%
★★★★★ (Rank 29)2026/06/2272528.6%
bruceshiue (Rank 25)2026/06/1984450.0%
cream-soba-1972 (Rank 28)2026/06/1665183.3%
要你命3000 (Rank 26)2026/06/1662433.3%
manao_0609 (Rank 27)2026/06/0453260.0%
MELTBUTTER (Rank 30)2026/05/2752340.0%
HavocWingPLZG (Rank 24)2026/05/1974357.1%
moroQamazingdelicious (Rank 24)2026/04/2164266.7%

Round openings

Eileen

Career
3,897–4,123 · 48.6%
This season
771 matches · 47.3%
Peak rank
30

First hit in 55.0% of 2,818 rounds. Won 52.9% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 78.8% of rounds, against 9.1% in their other rounds.
  • After opening the round before by backing off: attacks straight away in 94.3% of rounds, against 26.0% after anything else.
  • After losing a round: backs off first in 33.2% of rounds, against 32.4% after winning one.
  • Against a Shun on no drinks: attacks straight away in 51.1% of rounds, against 50.0% against a Shun on other counts.
  • In round 2: opens with “backdash into 46P Enkou Kenka” in 78.1% of rounds, against 9.0% in their other rounds.
  • After opening the round before with “7K+G Kousokuhon”: opens with “backdash into 46P Enkou Kenka” in 87.9% of rounds, against 9.7% after anything else.
  • After losing a round: opens with “backdash into 46P Enkou Kenka” in 33.0% of rounds, against 31.9% after winning one.

How is this tested?

backdash into Enkou Kenka46P73425.9%
Kousokuhon7K+G70324.8%
Douchu6P into Jouho Chu'un6PP38713.7%
Jouho Chu'un6PP into Geimen Senpu6PPK28410.0%
evade down into Tanhikyaku9K1535.4%
Tanhikyaku9K1364.8%
evade up into Tanhikyaku9K1224.3%
Kousokuhon7K+G into Touku Geimentai4K+G361.3%
evade up into Jinraishou6P+K351.2%
evade down270.9%
evade down into Jinraishou6P+K240.8%
evade up200.7%
evade down into throwP+G190.7%
evade up into throwP+G190.7%
evade down into Taisei Renteki236KK170.6%

47 further openings account for the other 120 rounds.

Counted from 696 of the 771 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
Akira17–24 · 41%7–14 · 33%too few to test
Wolf13–16 · 45%12–14 · 46%too few to test
Jeffry22–20 · 52%11–3 · 79%too few to test
Aoi20–15 · 57%11–0 · 100%too few to test
Jacky17–19 · 47%11–4 · 73%too few to test
Pai11–16 · 41%5–6 · 45%too few to test
El Blaze12–11 · 52%6–7 · 46%too few to test
Sarah11–12 · 48%6–7 · 46%too few to test
Lau8–16 · 33%5–6 · 45%too few to test
Lion6–9 · 40%5–3 · 62%too few to test
Goh11–7 · 61%6–7 · 46%too few to test
Shun12–7 · 63%0–5 · 0%too few to test
Kage11–11 · 50%2–2 · 50%too few to test
Jean7–9 · 44%3–6 · 33%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.

75 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?

Not counted here: Goh. 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 (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: 7 of 17 tests hold up