VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

SGS

  • Jean
  • Jeffry
Career matches4,429
Career win rate53.9%
Round win rate51.4%
Peak rank42
Distinct opponents199
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1853 #235 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

Pai423,6021,9191,68353.3%
Jean3777743234555.6%
Jeffry2950381276.0%

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

1,448 of 2,735 rounds counted

9.4 inputs a second (565 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai9.45651,448

By opponent's character

Jacky9.6573140
Akira9.7584164
Lei Fei9.2551129
Lau9.758068
El Blaze9.3561158
Kage9.2551116
Wolf9.657851
Aoi9.556867
Brad9.758375
Sarah9.5567106
Goh9.557184
Lion9.657862
Jean9.356149
Shun9.657648
Eileen8.450638
Pai9.859128
Vanessa8.852547
Jeffry8.75245
Taka8.350113

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

Jacky81414050.6%-1.5
Akira78413752.6%+2.1
Lei Fei58283048.3%+1.2
Lau42212150.0%-0.1
El Blaze41202148.8%-3.6
Kage41202148.8%-1.9
Wolf39142535.9%-13.2
Aoi38241463.2%+1.0
Brad36211558.3%+2.4
Sarah35201557.1%+4.4
Goh32191359.4%+2.8
Lion31161551.6%+3.1
Jean27121544.4%-13.6
Shun2213959.1%+7.6
Eileen2114766.7%+20.2
Pai2011955.0%+9.3
Vanessa1910952.6%-2.1
Jeffry105550.0%-2.7
Taka4040.0%-43.0

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.

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

Open92454748.9%-2.8
Breakable Full Fence77423554.5%+2.1
Breakable Half Fence75354046.7%-3.3
Single Wall73452861.6%+7.4
Rectangle67382956.7%+4.7
Half Fence66264039.4%-9.2
Full Fence62293346.8%-4.1
Low Fence58342458.6%+4.1
Octagon53272650.9%-1.1
Full Fence and Open25121348.0%-4.5

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls40049.2%50.8%-1.6
No walls22355.6%53.5%+2.1

Walls against open: -3.7 points (95% range -11.6 to +4.2), p 0.361 — 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

Nkun2026 (Rank 42)2026/10/10114736.4%
RUSH (Rank 38)2026/10/1074357.1%
マハリータまるこ (Rank 40)2026/10/1023131056.5%
ジュリエッタ紗羅 (Rank 43)2026/10/087070.0%
kzkm92678 (Rank 36)2026/10/0876185.7%
堂島様 (Rank 43)2026/08/17115645.5%
いくお (Rank 44)2026/08/052271531.8%
Aki (Rank 40)2026/08/05145935.7%
カルティカ (Rank 41)2026/08/0487187.5%
こんにちわアキラ (Rank 43)2026/08/0471614.3%
小名浜DC (Rank 36)2026/07/3186275.0%
KA-GO (Rank 41)2026/07/15137653.9%
banjar (Rank 39)2026/07/1363350.0%
指無しライダー (Rank 42)2026/07/0525121348.0%
れうくろった (Rank 37)2026/06/2974357.1%
gucchi_1222 (Rank 43)2026/06/28115645.5%
メガジェネ (Rank 41)2026/06/0974357.1%
hanabilei (Rank 40)2026/06/09167943.8%
ピーエス (Rank 39)2026/05/29105550.0%
るりじゃいき (Rank 38)2026/05/2795455.6%
かめやま (Rank 42)2026/05/262061430.0%
かっこいいらう (Rank 42)2026/05/09105550.0%
STAGEW(ON)@스테이지원 (Rank 40)2026/05/0996366.7%
zaduhkj (Rank 34)2026/04/1884450.0%
使われジュニア。 (Rank 41)2026/03/28114736.4%

Round openings

Every character

forward movement into punchP27911.2%
throw escape1616.5%
crouch dash forward into throw escape1194.8%
backdash into evade up1084.3%
backdash into evade down722.9%
backdash into Senchutai3K712.9%
crouch dash forward into throwP+G682.7%
Soukasui3P672.7%
Souchuken2P662.6%
backdash into throw escape522.1%
down-back kick1K522.1%
evade up into crouch dash forward411.6%
Kochoukyaku4K+G381.5%
backdash into Soukasui3P361.4%
Soukasui3P into Souka Rensui3PP341.4%

279 further openings account for the other 1,228 rounds.

Counted from 613 of the 675 matches played. The rest were not pulled for openings.

Pai

Career
1,919–1,683 · 53.3%
This season
622 matches · 51.8%
Peak rank
42

First hit in 51.1% of 2,260 rounds. Won 52.2% of the rounds they struck first, 50.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 31.8% of rounds, against 18.2% in their other rounds.
  • Against Shun: waits first in 19.3% of rounds, against 5.3% against everyone else.
  • After opening the round before by attacking: backs off first in 32.2% of rounds, against 21.7% after anything else.
  • After winning a round: moves in first in 22.5% of rounds, against 17.3% after losing one.
  • When behind: waits first in 6.5% of rounds, against 3.4% when ahead or level.
  • In round 1: opens with “crouch dash forward into throw escape” in 12.7% of rounds, against 2.3% in their other rounds.
  • Against Brad: opens with “throw escape” in 23.2% of rounds, against 5.5% against everyone else.
  • On Single Wall stages: opens with “backdash into 3K Senchutai” in 8.0% of rounds, against 2.5% on the other stages.
  • After opening the round before with “throw escape”: opens with “backdash into 3K Senchutai” in 8.3% of rounds, against 3.7% after anything else.
  • After losing a round: opens with “throw escape” in 8.5% of rounds, against 4.8% after winning one.
  • When behind: opens with “throw escape” in 8.8% of rounds, against 4.3% when ahead or level.

How is this tested?

forward movement into punchP27312.0%
throw escape1476.5%
crouch dash forward into throw escape1104.8%
backdash into evade up1024.5%
backdash into Senchutai3K713.1%
Soukasui3P673.0%
Souchuken2P662.9%
crouch dash forward into throwP+G632.8%
backdash into evade down602.6%
down-back kick1K522.3%
backdash into throw escape472.1%
Kochoukyaku4K+G381.7%
backdash into Soukasui3P361.6%
evade up into crouch dash forward361.6%
Soukasui3P into Souka Rensui3PP341.5%

228 further openings account for the other 1,072 rounds.

Counted from 560 of the 622 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky22–18 · 55%10–9 · 53%too few to test
Akira22–15 · 59%7–11 · 39%too few to test
Lei Fei15–15 · 50%8–7 · 53%too few to test
El Blaze11–15 · 42%4–4 · 50%too few to test
Lau8–9 · 47%6–10 · 38%too few to test
Wolf10–14 · 42%4–9 · 31%too few to test
Kage6–7 · 46%9–6 · 60%too few to test
Aoi12–7 · 63%8–4 · 67%too few to test
Brad11–10 · 52%3–4 · 43%too few to test
Sarah5–4 · 56%12–5 · 71%too few to test
Lion6–9 · 40%5–2 · 71%too few to test
Goh8–9 · 47%5–2 · 71%too few to test
Jean10–12 · 45%1–1 · 50%too few to test
Eileen8–5 · 62%4–1 · 80%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.

62 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?

Jean

Career
432–345 · 55.6%
This season
37 matches · 43.2%
Peak rank
37

First hit in 48.7% of 152 rounds. Won 48.6% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitamaeken2P2315.1%
throw escape127.9%
backdash into Yoko'enpi6P106.6%
backdash into evade down95.9%
backdash into Doumawashi Kaitengeri46K+G74.6%
crouch dash forward into throw escape74.6%
backdash into Kake'uchi46P53.3%
crouch dash forward into throwP+G53.3%
evade down into forward dash53.3%
forward movement into KagizukiPPP53.3%
backdash into throw escape42.6%
forward movement into KounirenPP42.6%
Hizageri4K32.0%
backdash into evade up32.0%
evade down into guardG32.0%

36 further openings account for the other 47 rounds.

Jeffry

Career
38–12 · 76.0%
This season
16 matches · 75.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Knuckle2P1218.2%
forward movement into Double KnucklePP710.6%
evade up into crouch dash forward57.6%
backdash into Side Kick3K46.1%
evade down into forward dash46.1%
forward movement into punchP46.1%
backdash into evade down34.5%
backdash into evade up34.5%
backdash into Double Hammer Down43P23.0%
crouch dash forward into throw escape23.0%
throw escape23.0%
Low Knuckle2P into Knee Push4K11.5%
Low Knuckle2P into Smash Upper3P11.5%
backdash into Tsunami Beat3K+G11.5%
backdash into throwP+G11.5%

14 further openings account for the other 14 rounds.

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 (16 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

  • Pai: 11 of 16 tests hold up
  • Jean: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)