VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

kido852

  • Brad
  • Lion
Career matches878
Career win rate69.1%
Round win rate61.2%
Peak rank42
Distinct opponents30
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1905 #134 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

Eileen4281055325768.3%
Brad3552391375.0%
Lion341615193.8%

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

252 of 294 rounds counted

9.3 inputs a second (557 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen9.5569178
Brad8.852874

By opponent's character

Akira8.852637
Kage9.456542
Lau9.557134
Shun9.255325
Goh9.657822
Jeffry9.05427
Pai9.657312
Brad8.852914
Jacky8.953718
Jean9.456616
El Blaze9.556810
Lei Fei9.657710
Vanessa9.75805

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

Akira105550.0%-21.4
Kage107370.0%-8.0
Lau86275.0%-0.6
Shun770100.0%+23.0
Goh550100.0%+27.1
Jeffry53260.0%-8.9
Pai54180.0%+1.8
Brad41325.0%-49.0
Jacky43175.0%+10.5
Jean43175.0%+0.2
El Blaze220100.0%+29.6
Lei Fei220100.0%+29.6
Lion220100.0%+28.1
Taka110100.0%+36.6
Vanessa1010.0%-72.3
Wolf110100.0%+29.2

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 Fence117463.6%-6.8
Open117463.6%-14.4
Octagon97277.8%+1.5
Full Fence87187.5%+16.3
Single Wall86275.0%-0.8
Rectangle550100.0%+36.3
Low Fence43175.0%+0.4
Breakable Full Fence32166.7%-3.5
Breakable Half Fence32166.7%-12.5
Full Fence and Open32166.7%-1.1

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
Walls3976.9%72.1%+4.8
No walls2369.6%75.6%-6.0

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

ひかる (Rank 41)2026/10/14330100.0%
やそかみ (Rank 42)2026/10/14220100.0%
★闘将拉麵男★ (Rank 40)2026/10/1432166.7%
绝逼膝盖 (Rank 39)2026/10/141010.0%
こんにちわアキラ (Rank 42)2026/10/1441325.0%
粉 (Rank 42)2026/10/14220100.0%
デネ (Rank 41)2026/10/1354180.0%
村長~災禍の中心~ (Rank 39)2026/10/13330100.0%
苦道訓|kudoukun_goh (Rank 41)2026/10/13550100.0%
ビルちゃん (Rank 41)2026/10/0843175.0%
ふかふか (Rank 38)2026/10/08220100.0%
sizzle (Rank 41)2026/10/0721150.0%
GP (Rank 38)2026/07/0921150.0%
jinmenusagi (Rank 41)2026/07/0921150.0%
sugar (Rank 32)2026/05/2131233.3%
ROMANSKIN (Rank 36)2026/05/2152340.0%
チンタオ (Rank 38)2026/05/21220100.0%
luvvvv (Rank 37)2026/05/191010.0%
ダイゴロー/Daigoro (Rank 36)2026/05/1942250.0%
BitchesBrew (Rank 33)2026/05/19440100.0%
あむざん (Rank 36)2026/05/16110100.0%
ぬっき~@ ☆狼☆ (Rank 33)2026/05/16110100.0%
デビブル (Rank 35)2026/03/30220100.0%
さぎ・なぎ@Vtuber準備中 (Rank 31)2026/03/30110100.0%
白い妖精 (Rank 31)2026/03/30220100.0%

Round openings

Every character

crouch dash forward into guardG96.8%
crouch dash forward into Sharp Shoot1P86.0%
forward movement into punchP86.0%
crouch dash forward into punchP64.5%
Dtee Sawk Dtrohng4P+K into forward dash53.8%
crouch dash forward into Sit Jab2P53.8%
crouch into Sit Jab2P53.8%
crouch dash forward into throw escape43.0%
guardG into crouch43.0%
Dtee Sawk Dtrohng4P+K into forward movement32.3%
Elbow Hook6P into forward dash32.3%
Sit Jab2P into throwP+G32.3%
Turn Savate44K into kickK32.3%
guardG into evade up32.3%
Sit Jab2P into forward movement21.5%

52 further openings account for the other 62 rounds.

Counted from 32 of the 71 matches played. The rest were not pulled for openings.

Brad

Career
39–13 · 75.0%
This season
22 matches · 63.6%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Sharp Shoot1P88.8%
crouch dash forward into guardG77.7%
crouch dash forward into punchP66.6%
Dtee Sawk Dtrohng4P+K into forward dash55.5%
crouch dash forward into Sit Jab2P55.5%
crouch into Sit Jab2P55.5%
forward movement into punchP55.5%
guardG into crouch44.4%
Dtee Sawk Dtrohng4P+K into forward movement33.3%
Elbow Hook6P into forward dash33.3%
Sit Jab2P into throwP+G33.3%
Turn Savate44K into kickK33.3%
crouch dash forward into throw escape33.3%
guardG into evade up33.3%
Sit Jab2P into forward movement22.2%

21 further openings account for the other 26 rounds.

Lion

Career
15–1 · 93.8%
This season
6 matches · 100.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP312.0%
Touku Rigou Bantaitetsu46K+G into forward dash28.0%
guardG into Taizan Soukoushu4P+K28.0%
Juchou Senshou8P+K into forward movement14.0%
Katousui2P into forward movement14.0%
Souji SenpuP+K into Taizan Soukoushu4P+K14.0%
Taizan Soukoushu4P+K14.0%
Tenshin Ryou'inkyaku6K+G into forward movement14.0%
Tourou Hassou41236P into forward movement14.0%
backdash into Touku Rigou Bantaitetsu46K+G14.0%
backward movement into Touku Rigou Bantaitetsu46K+G14.0%
crouch dash back into forward movement14.0%
crouch dash back into throw escape14.0%
crouch dash forward into Katousui2P14.0%
crouch dash forward into Senkyutai1K14.0%

6 further openings account for the other 6 rounds.

Eileen

Career
553–257 · 68.3%
This season
43 matches · 74.4%
Peak rank
42

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Enkou Toutou3P+K211.8%
evade up into Sokutantai3K211.8%
Douchu6P into forward dash15.9%
Enkou Kenka46P into forward movement15.9%
Enkou Tekitou1P+K into Enkou Soutekitou1P+KP15.9%
Enkou Toutou3P+K into forward movement15.9%
Fukushinshou2P into forward movement15.9%
Hikou Senshi66K into kickK15.9%
crouch dash forward into guardG15.9%
crouch dash forward into throw escape15.9%
evade down into throw escape15.9%
evade up into throw escape15.9%
guardG into Douchu6P15.9%
guardG into Hikou Senshi66K15.9%
guardG into Sokutantai3K15.9%

Counted from 4 of the 43 matches played. The rest 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Eileen: not tested (too few rounds)