VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

unimiso

  • Lion
Career matches492
Career win rate49.6%
Round win rate49.7%
Peak rank21
Distinct opponents3
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1089 Not ranked yet: the list needs 50 matches. See 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

Pai2148824324549.8%
Lion741325.0%

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

512 of 967 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.9414508
Lion6.23754

By opponent's character

Pai6.9416504
Jeffry6.23754
Sarah5.63364

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

Pai34717017749.0%+51.5
Jeffry1010.0%-65.5
Sarah1010.0%-37.2

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

Full Fence49301961.2%+14.6
Octagon47222546.8%-2.6
Breakable Half Fence39192048.7%+0.0
Open35152042.9%-6.3
Breakable Full Fence31131841.9%-7.4
Single Wall31151648.4%-0.4
Rectangle30161453.3%+5.5
Low Fence28131546.4%-2.5
Half Fence26131350.0%+1.4
Full Fence and Open1551033.3%-16.0

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
Walls22250.9%48.7%+2.2
No walls9445.7%48.7%-2.9

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

unimiso (Rank 21)34717017749.0%
nekoneko (Rank 22)1010.0%
swhy2008 (Rank 3)1010.0%

Most played opponents, most recent first

unimiso (Rank 21)2026/08/2534717017749.0%
nekoneko (Rank 22)2026/08/231010.0%
swhy2008 (Rank 3)2026/08/021010.0%

Round openings

Every character

no input51652.6%
crouch into Renkan Soukashou3KPP31231.8%
crouch into Senchutai3K383.9%
forward movement into crouch121.2%
Ryoushou6P+K111.1%
Senkyaku Chushou3KP into Renkan Soukashou3KPP101.0%
Renkan Soukashou3KPP90.9%
forward movement into Renkan Soukashou3KPP90.9%
RenshouPP into RaigekishouPPP60.6%
punchP60.6%
crouch into Sensaitai2K50.5%
crouch into down-back kick1K50.5%
forward movement into kickK50.5%
Danshitsu6K into Danshitsu Senshou6KP40.4%
forward dash into Renkan Soukashou3KPP40.4%

20 further openings account for the other 28 rounds.

Pai

Career
243–245 · 49.8%
This season
348 matches · 48.9%
Peak rank
21

First hit in 49.6% of 940 rounds. Won 99.4% of the rounds they struck first, 0.4% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 43.9% of rounds, against 2.1% after anything else.
  • After losing a round: waits first in 99.3% of rounds, against 83.4% after winning one.
  • When behind: waits first in 99.3% of rounds, against 83.4% when ahead.
  • After being hit first in the round before: waits first in 100.0% of rounds, against 83.1% after landing the first hit.
  • After opening the round before with “no input”: opens with “no input” in 93.9% of rounds, against 6.0% after anything else.
  • After the opponent opened the round before with “crouch into Renkan Soukashou”: opens with “no input” in 100.0% of rounds, against 28.8% after anything else.
  • After losing a round: opens with “no input” in 99.3% of rounds, against 5.6% after winning one.
  • When behind: opens with “no input” in 99.3% of rounds, against 5.6% when ahead.
  • After being hit first in the round before: opens with “no input” in 99.7% of rounds, against 6.2% after landing the first hit.

These rounds were against only 2 different opponents, so a pattern here may be about them rather than about this player.

How is this tested?

no input51652.9%
crouch into Renkan Soukashou3KPP31232.0%
crouch into Senchutai3K383.9%
forward movement into crouch121.2%
Ryoushou6P+K111.1%
Senkyaku Chushou3KP into Renkan Soukashou3KPP101.0%
Renkan Soukashou3KPP90.9%
forward movement into Renkan Soukashou3KPP90.9%
RenshouPP into RaigekishouPPP60.6%
punchP60.6%
crouch into Sensaitai2K50.5%
crouch into down-back kick1K50.5%
forward movement into kickK50.5%
Danshitsu6K into Danshitsu Senshou6KP40.4%
forward dash into Renkan Soukashou3KPP40.4%

18 further openings account for the other 24 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai113–107 · 51%43–51 · 46%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?

Lion

Career
1–3 · 25.0%
This season
1 matches · 0.0%
Peak rank
7

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenshin Ryou'inkyaku6K+G into KouhaitaiK+G125.0%
evade down125.0%
evade up125.0%
evade up into Senkyutai1K125.0%

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 (14 here; about 0.7 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

  • Pai: 9 of 14 tests hold up
  • Lion: not tested (too few rounds)