VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

ありがとナス

  • Wolf
Career matches20,678
Career win rate45.9%
Round win rate48.6%
Peak rank30
Distinct opponents555
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1341 #2,955 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

Pai3014,9637,1237,84047.6%
Wolf265,7152,3583,35741.3%

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

7,660 of 9,889 rounds counted

6.1 inputs a second (364 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.13647,517
Wolf6.3376143

By opponent's character

Akira6.03611,220
Jacky6.1368682
Aoi6.3380622
Wolf6.4384640
Pai5.8346581
Jeffry6.2370483
Shun6.2371474
Goh6.2370375
Sarah5.8350418
Jean6.0362340
Kage5.8351229
Lion5.9352294
El Blaze6.1367275
Lau6.1364260
Brad6.1367188
Eileen6.1366185
Lei Fei5.8349146
Vanessa6.0357135
Taka5.332067
Dural6.136746

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

Akira40521119452.1%+3.6
Jacky2049510946.6%-4.5
Aoi1991019850.8%+2.7
Wolf1989310547.0%+3.0
Pai185998653.5%+7.9
Jeffry158609838.0%-8.9
Shun147628542.2%-2.1
Goh136647247.1%+0.5
Sarah126517540.5%-7.5
Jean109604955.0%+7.3
Kage97465147.4%-4.1
Lion91454649.5%+0.0
El Blaze84453953.6%+5.5
Lau75383750.7%+1.7
Brad55233241.8%-4.3
Eileen53292454.7%+9.7
Lei Fei52232944.2%-4.5
Vanessa46143230.4%-16.5
Taka2341917.4%-26.1
Dural136746.1%+1.4

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Breakable Half Fence28613215446.1%-1.2
Open26114711456.3%+7.0
Full Fence25511913646.7%-2.3
Half Fence25211613646.0%-1.6
Octagon24010713344.6%-1.3
Breakable Full Fence23710213543.0%-4.8
Single Wall22911311649.3%+2.2
Rectangle22110112045.7%-0.9
Low Fence196999750.5%+2.3
Full Fence and Open138657347.1%+0.4

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,49145.4%47.2%-1.8
No walls68652.3%48.7%+3.6

Walls against open: -5.4 points (95% range -10.3 to -0.5), p 0.029 — a difference this size is unlikely to be chance.

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

カプリッチョ (Rank 22)2026/10/182091145.0%
がんぴーさん【S.R.G.M】 (Rank 24)2026/10/182191242.9%
格雷希欧 (Rank 24)2026/10/15169756.2%
dalmax72 (Rank 26)2026/10/1423131056.5%
Jyuryoku_Eileen (Rank 25)2026/10/142214863.6%
TAPIOKA (Rank 31)2026/10/13148657.1%
Penoco (Rank 26)2026/10/09149564.3%
ガンジャッキー(bunbun) (Rank 26)2026/10/07169756.2%
NEKOz (Rank 29)2026/10/041771041.2%
南部の釣れないルアー (Rank 32)2026/09/182251722.7%
moroQamazingdelicious (Rank 25)2026/09/161971236.8%
ER_higante (Rank 30)2026/09/142041620.0%
striker0123 (Rank 31)2026/09/141871138.9%
BANANA (Rank 29)2026/09/121881044.4%
え~る (Rank 27)2026/09/121410471.4%
ぽん (Rank 29)2026/09/121551033.3%
44884 (Rank 30)2026/09/121851327.8%
Grimaster (Rank 29)2026/09/091641225.0%
a_h_i_k_o (Rank 27)2026/08/3020101050.0%
chileung18 (Rank 31)2026/08/222191242.9%
ゅろぽ (Rank 24)2026/08/0534231167.7%
headup11 (Rank 26)2026/08/041771041.2%
okb@j>おーけーびー (Rank 29)2026/08/02159660.0%
CELIS (Rank 28)2026/07/262920969.0%
37 (Rank 28)2026/07/25145935.7%

Round openings

Every character

Ensei Haijinkyaku7K+G5896.5%
punchP5436.0%
Honshin Soukyaku1K+G5005.5%
crouch into down-back kick1K3954.4%
Hi'en Tankyaku9K3383.7%
guardG3233.6%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK3123.5%
kickK3033.4%
Enbu Renkyaku6K+G2172.4%
Souka Rensui3PP into Souka Raigekishou3PPP1832.0%
down-back kick1K1671.9%
Souanshou3P+K1641.8%
backdash into Ensei Haijinkyaku7K+G1371.5%
Enbikyaku3K+G1281.4%
punchP into RenshouPP1281.4%

513 further openings account for the other 4,602 rounds.

Counted from 2,242 of the 2,456 matches played. The rest were not pulled for openings.

Pai

Career
7,123–7,840 · 47.6%
This season
2,299 matches · 47.5%
Peak rank
30

First hit in 51.8% of 8,370 rounds. Won 51.5% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 24.2% of rounds, against 15.5% against everyone else.
  • On Rectangle stages: waits first in 22.9% of rounds, against 16.5% on the other stages.
  • After opening the round before by waiting: waits first in 23.3% of rounds, against 15.6% after anything else.
  • After the opponent opened the round before by waiting: attacks straight away in 68.1% of rounds, against 63.3% after anything else.
  • After winning a round: attacks straight away in 67.5% of rounds, against 61.3% after losing one.
  • When ahead: attacks straight away in 67.7% of rounds, against 62.2% when level or behind.
  • In round 2: opens with “7K+G Ensei Haijinkyaku” in 8.3% of rounds, against 6.6% in their other rounds.
  • Against Aoi: opens with “1K+G Honshin Soukyaku” in 9.7% of rounds, against 5.6% against everyone else.
  • On Open stages: opens with “7K+G Ensei Haijinkyaku” in 9.6% of rounds, against 6.5% on the other stages.

How is this tested?

Ensei Haijinkyaku7K+G5897.0%
Honshin Soukyaku1K+G5006.0%
punchP4895.8%
crouch into down-back kick1K3944.7%
Hi'en Tankyaku9K3384.0%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK3123.7%
guardG3083.7%
kickK2633.1%
Enbu Renkyaku6K+G2172.6%
Souka Rensui3PP into Souka Raigekishou3PPP1832.2%
down-back kick1K1672.0%
Souanshou3P+K1641.9%
backdash into Ensei Haijinkyaku7K+G1371.6%
Enbikyaku3K+G1281.5%
punchP into RenshouPP1281.5%

410 further openings account for the other 4,089 rounds.

Counted from 2,085 of the 2,299 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
Akira103–114 · 47%62–25 · 71%-23.0
Wolf46–62 · 43%36–29 · 55%-12.7
Jacky45–54 · 45%24–27 · 47%-3.4
Aoi43–49 · 47%30–23 · 57%-6.4
Pai45–39 · 54%24–13 · 65%-7.1
Jeffry32–56 · 36%10–19 · 34%too few to test
Shun32–53 · 38%13–18 · 42%+0.0
Goh37–36 · 51%13–14 · 48%too few to test
Sarah31–50 · 38%8–11 · 42%too few to test
Jean31–22 · 58%22–16 · 58%+3.9
Kage14–26 · 35%10–16 · 38%too few to test
El Blaze26–16 · 62%8–11 · 42%too few to test
Lion23–27 · 46%9–7 · 56%too few to test
Lau18–23 · 44%14–4 · 78%too few to test
Brad13–16 · 45%7–11 · 39%too few to test
Lei Fei14–16 · 47%4–6 · 40%too few to test
Eileen12–8 · 60%5–10 · 33%too few to test
Vanessa6–14 · 30%3–13 · 19%too few to test
Taka2–8 · 20%0–4 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

214 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?

Wolf

Career
2,358–3,357 · 41.3%
This season
157 matches · 49.0%
Peak rank
26

First hit in 54.0% of 609 rounds. Won 51.7% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: opens with “62K Low Drop Kick” in 9.6% of rounds, against 3.4% in their other rounds.

How is this tested?

punchP548.7%
crouch into Low Hammer2P447.1%
kickK406.4%
Low Drop Kick62K315.0%
crouch into Low Smash2K294.7%
punchP into Jab StraightPP264.2%
backdash into Heavy Middle Kick3K+G223.5%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K172.7%
punchP into kickK172.7%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK162.6%
guardG152.4%
Drop Kick9K into kickK142.2%
Quick Shoulder66P+K111.8%
kickK into Double High KickKK111.8%
forward dash into Gasp Kneel Palm Bomb6P+K101.6%

111 further openings account for the other 266 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi5–10 · 33%7–2 · 78%too few to test
Akira5–6 · 45%3–2 · 60%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?

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 (33 here; about 1.7 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 18 tests hold up
  • Wolf: 1 of 15 tests hold up