VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Eileen

たもしょ

Career matches676
Career win rate59.0%
Round win rate54.2%
Peak rank32
Distinct opponents144
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1499 #2,019 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

Eileen3267639927759.0%

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

884 of 1,424 rounds counted

8.4 inputs a second (502 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen8.4502884

By opponent's character

Akira8.3501177
Jacky8.7520121
Shun8.450568
Goh8.450560
Jeffry8.450457
Kage8.350056
Aoi8.048130
Jean8.349658
Lion8.249357
Pai8.349830
Sarah7.545125
Lau8.651632
Wolf8.651441
Dural8.752231
Vanessa7.64577
Brad7.746416
Eileen7.94769
El Blaze10.46279

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

Akira61273444.3%-16.6
Jacky40251562.5%+3.9
Shun30171356.7%-2.2
Goh2920969.0%+13.4
Jeffry2417770.8%+13.2
Kage2091145.0%-12.4
Aoi1811761.1%-2.5
Jean167943.8%-16.5
Lion1510566.7%+7.5
Pai1510566.7%+7.0
Sarah158753.3%-6.1
Lau148657.1%+3.2
Wolf129375.0%+16.3
Dural104640.0%-23.2
Vanessa95455.6%-7.2
Brad65183.3%+31.5
Eileen65183.3%+27.1
Lei Fei65183.3%+22.4
El Blaze220100.0%+52.0
Taka21150.0%-5.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Rectangle53332062.3%+2.7
Low Fence43202346.5%-11.9
Half Fence35181751.4%-8.3
Full Fence34171750.0%-6.6
Octagon34191555.9%-5.6
Breakable Full Fence33201360.6%+2.2
Breakable Half Fence29161355.2%-2.2
Open2925486.2%+28.5
Single Wall2113861.9%+2.8
Full Fence and Open189950.0%-5.2

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21856.4%58.8%-2.3
No walls9362.4%58.5%+3.9

Walls against open: -6.2 points (95% range -18.5 to +6.0), p 0.317 — 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

Enazo_L18_lol (Rank 30)2026/10/18118372.7%
ごちももも (Rank 34)2026/10/1562433.3%
ヘニオ (Rank 35)2026/10/144040.0%
獣王(設定2) (Rank 30)2026/10/1352340.0%
YamchanGTR (Rank 32)2026/10/1332166.7%
竿渡りがそう言ってる (Rank 33)2026/09/0851420.0%
satoru5110 (Rank 33)2026/09/0374357.1%
楽天アキラ (Rank 32)2026/09/0351420.0%
fwnd1396 (Rank 32)2026/07/1032166.7%
CELIS (Rank 28)2026/07/1085362.5%
syro_u473t8-e (Rank 29)2026/06/2442250.0%
タイヨウ (Rank 29)2026/06/2452340.0%
takamo_white (Rank 34)2026/06/2432166.7%
Uecchi-Ver53 (Rank 30)2026/06/1954180.0%
tubaki_ok (Rank 29)2026/06/1154180.0%
jiwoonpk (Rank 30)2026/06/0954180.0%
R-0609-A (Rank 27)2026/06/0954180.0%
takapiko-no (Rank 29)2026/06/0452340.0%
Koutei (Rank 29)2026/06/0473442.9%
dochi-cochi (Rank 27)2026/05/16550100.0%
肉彦さん☆彡 (Rank 29)2026/05/1443175.0%
にすと ☆能登VF部 (Rank 30)2026/05/124040.0%
striker0123 (Rank 29)2026/05/0954180.0%
kimxxxtt (Rank 24)2026/04/2132166.7%
Kirakira (Rank 22)2026/04/1832166.7%

Round openings

Eileen

Career
399–277 · 59.0%
This season
350 matches · 58.6%
Peak rank
32

First hit in 58.0% of 1,160 rounds. Won 56.0% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

  • Against Pai: opens with “46P Enkou Kenka into forward dash” in 17.3% of rounds, against 5.5% against everyone else.
  • On Rectangle stages: opens with “P punch” in 43.7% of rounds, against 21.5% on the other stages.

How is this tested?

punchP29325.1%
crouch into Fukushinshou2P1119.5%
Enkou Kenka46P into forward dash706.0%
forward movement into punchP635.4%
backdash into Enkou Kenka46P615.2%
Fukushinshou2P574.9%
crouch into Sokutantai3K373.2%
punchP into Enkou RensouPP332.8%
backdash into Ribyou Hoso43P+K322.7%
backdash into guardG252.1%
Hikou Bokushoku9P181.5%
guardG181.5%
backdash into evade down161.4%
Enkou Toutou3P+K151.3%
Soumensou4P into forward dash121.0%

139 further openings account for the other 305 rounds.

Counted from 285 of the 350 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
Akira14–12 · 54%7–11 · 39%too few to test
Goh8–5 · 62%8–1 · 89%too few to test
Shun10–8 · 56%2–1 · 67%too few to test
Jeffry13–4 · 76%2–3 · 40%too few to test
Jacky5–2 · 71%6–3 · 67%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.

65 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: 2 of 15 tests hold up