VirtuAnalytics

Novel Insights Through Data & Analysis

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

Eileen

lovejam5333

Career matches2,973
Career win rate51.8%
Round win rate50.2%
Peak rank37
Distinct opponents103
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1667 #962 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

Eileen372,9731,5411,43251.8%

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

1,479 of 1,535 rounds counted

6.4 inputs a second (385 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen6.43851,479

By opponent's character

Akira6.6396274
Jacky6.6398147
Jean6.2375153
Lion6.6397119
Wolf6.4386119
Lau6.3380100
Sarah6.237579
Jeffry6.136576
Shun6.538870
Aoi6.136459
Brad6.338162
El Blaze6.438450
Pai6.639653
Goh6.337538
Kage6.136844
Lei Fei6.337822
Vanessa5.43229
Eileen6.63955

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

Akira73334045.2%-4.1
Jacky38191950.0%-0.8
Jean37241364.9%+9.7
Lion34112332.4%-8.5
Wolf29171258.6%+15.2
Lau2461825.0%-10.0
Sarah2013765.0%+11.6
Jeffry1951426.3%-23.1
Shun1812666.7%+15.8
Aoi167943.8%-3.8
Brad1510566.7%+5.2
El Blaze137653.9%+0.9
Pai137653.9%+11.6
Goh124833.3%-15.8
Kage114736.4%-7.2
Lei Fei63350.0%+14.0
Vanessa220100.0%+13.8
Eileen1010.0%-69.7

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.

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

Low Fence50242648.0%-2.5
Breakable Half Fence49232646.9%+3.1
Half Fence45212446.7%-3.5
Octagon44212347.7%-1.7
Breakable Full Fence40142635.0%-15.5
Rectangle34171750.0%+8.5
Full Fence32201262.5%+18.1
Open3182325.8%-25.8
Single Wall2920969.0%+19.1
Full Fence and Open138561.5%+11.8

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24447.5%46.8%+0.7
No walls11047.3%50.3%-3.0

Walls against open: +3.7 points (95% range -7.4 to +14.9), p 0.513 — 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

司馬 威太郎 (Rank 36)2026/10/1773442.9%
かくちゃ (Rank 33)2026/10/1475271.4%
のみ (Rank 36)2026/10/13115645.5%
Melt (Rank 34)2026/10/13128466.7%
★闘将拉麵男★ (Rank 39)2026/10/131731417.6%
ctraum (Rank 39)2026/10/10124833.3%
nanami.madogiwa (Rank 35)2026/09/2974357.1%
Phrazes_For_The_Young (Rank 34)2026/09/2475271.4%
はち割れ・練習中 (Rank 31)2026/09/2475271.4%
かっこいいらう (Rank 44)2026/09/2451420.0%
كليوديتي (Rank 32)2026/09/1776185.7%
くりたろう (Rank 37)2026/09/1472528.6%
ぷこ (Rank 34)2026/09/1286275.0%
ワッパ (Rank 41)2026/09/0851420.0%
gans.sk602 (Rank 31)2026/08/2896366.7%
ぼっさん (Rank 34)2026/08/2684450.0%
ヘニオ (Rank 33)2026/08/22156940.0%
GORIchu (Rank 33)2026/08/2152340.0%
jijitax4 (Rank 36)2026/08/2183537.5%
貧乏リオン/binboulion (Rank 37)2026/08/2163350.0%
インド人を右に (Rank 32)2026/08/19550100.0%
ふぇらーりりおん (Rank 41)2026/07/2751420.0%
イイクルーン (Rank 37)2026/07/2751420.0%
Bird-Tat (Rank 30)2026/07/2253260.0%
Kenちろ_やってます (Rank 35)2026/03/2762433.3%

Round openings

Eileen

Career
1,541–1,432 · 51.8%
This season
381 matches · 48.3%
Peak rank
37

First hit in 46.8% of 1,248 rounds. Won 53.4% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 39.3% of rounds, against 24.4% in their other rounds.
  • Against Kage: evades first in 38.6% of rounds, against 10.2% against everyone else.
  • After winning a round: moves in first in 29.4% of rounds, against 14.8% after losing one.
  • When behind: evades first in 13.5% of rounds, against 8.2% when ahead or level.
  • In round 2: opens with “46P Enkou Kenka into forward movement” in 9.6% of rounds, against 4.2% in their other rounds.
  • Against Akira: opens with “6P Douchu” in 27.3% of rounds, against 12.6% against everyone else.
  • After winning a round: opens with “forward movement into PPP Rensou Hekizan” in 15.6% of rounds, against 5.9% after losing one.
  • When ahead: opens with “forward movement into PPP Rensou Hekizan” in 13.7% of rounds, against 8.3% when level or behind.

How is this tested?

Douchu6P19515.6%
forward movement into Rensou HekizanPPP1239.8%
guardG into evade down887.0%
guardG into evade up725.7%
Enkou Kenka46P into forward movement705.6%
Enkou Tekitou1P+K into Enkou Soutekitou1P+KP705.6%
forward movement into Enkou RensouPP685.4%
crouch into Sokutantai3K403.2%
evade down into crouch dash forward292.3%
forward movement into punchP292.3%
evade up into crouch dash forward282.2%
guardG into Sokutantai3K252.0%
Hikou Senshi66K into forward movement231.8%
guardG into throw escape221.8%
guardG201.6%

124 further openings account for the other 352 rounds.

Counted from 313 of the 381 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
Akira17–15 · 53%8–15 · 35%too few to test
Jacky15–15 · 50%3–2 · 60%too few to test
Jean18–11 · 62%4–2 · 67%too few to test
Lion4–14 · 22%2–5 · 29%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.

68 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 (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