VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

コロ助

  • Jacky
  • Lau
  • Akira
  • Kage
Career matches966
Career win rate66.0%
Round win rate54.7%
Peak rank36
Distinct opponents75
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1653 #1,033 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

Pai3660838822063.8%
Lau321411053674.5%
Jacky30117783966.7%
Akira2795623365.3%
Kage26550100.0%

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

631 of 640 rounds counted

8.0 inputs a second (482 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.7464200
Pai8.3499158
Lau7.9472168
Akira8.651689
Kage7.343816

By opponent's character

Jacky8.047786
Akira8.349774
Jeffry8.047858
Shun8.148753
Jean7.847152
Lau8.450646
Pai8.349746
Lion8.249439
Wolf8.148429
Aoi7.847020
Kage7.947522
Dural8.249321
Goh8.349722
El Blaze7.243418
Sarah7.243414
Vanessa6.941213
Eileen7.847011
Brad8.04823
Lei Fei7.24314

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

Jacky2012860.0%+3.0
Akira1815383.3%+23.3
Jeffry149564.3%+3.6
Shun146842.9%-13.3
Jean135838.5%-13.1
Lau117463.6%+14.2
Pai117463.6%+9.7
Lion103730.0%-22.6
Wolf87187.5%+25.7
Aoi62433.3%-16.2
Kage64266.7%+4.8
Dural53260.0%+7.9
Goh53260.0%-8.5
El Blaze4040.0%-71.5
Sarah42250.0%+3.3
Vanessa41325.0%-33.2
Eileen32166.7%+6.4
Brad110100.0%+42.7
Lei Fei110100.0%+29.8

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

Low Fence27141351.9%-9.5
Octagon2081240.0%-15.3
Open1812666.7%+11.3
Full Fence1510566.7%+6.9
Breakable Full Fence128466.7%+12.4
Breakable Half Fence125741.7%-11.7
Half Fence127558.3%+8.1
Rectangle117463.6%+4.5
Full Fence and Open108280.0%+23.0
Single Wall53260.0%+4.0

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
Walls8254.9%55.2%-0.4
No walls5058.0%58.3%-0.3

Walls against open: -0.1 points (95% range -17.2 to +17.0), p 0.990 — 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

okb@j>おーけーびー (Rank 29)2026/09/2831233.3%
獣王(設定2) (Rank 30)2026/09/13220100.0%
ぽん (Rank 29)2026/09/1243175.0%
Gz-KYO (Rank 31)2026/09/1232166.7%
クロサギ@はなちゃん (Rank 31)2026/09/1232166.7%
sueokisonomama (Rank 32)2026/09/0354180.0%
akimaru7 (Rank 31)2026/09/0332166.7%
dorobonyanko (Rank 32)2026/09/0232166.7%
Tangent_arc1993 (Rank 28)2026/09/02330100.0%
temp002 (Rank 31)2026/08/1932166.7%
okamiaoi_127 (Rank 34)2026/08/1851420.0%
LEEGOSEGA (Rank 33)2026/08/1841325.0%
openpen (Rank 30)2026/08/17330100.0%
ヘニオ (Rank 32)2026/07/1754180.0%
JoonJoon (Rank 36)2026/07/1752340.0%
tamagon_PS (Rank 33)2026/06/2031233.3%
tawava (Rank 30)2026/06/1931233.3%
楽天アキラ (Rank 27)2026/06/1831233.3%
tidy_stamp37 (Rank 27)2026/06/1852340.0%
TAPIOKA (Rank 30)2026/06/1853260.0%
Gabaso_enemy (Rank 32)2026/06/1831233.3%
ねこむーと (Rank 36)2026/06/1231233.3%
Teruo_1114 (Rank 31)2026/06/1031233.3%
Oshira_taicho (Rank 27)2026/06/10330100.0%
E-BB1 (Rank 28)2026/06/1021150.0%

Round openings

Every character

backdash into evade up14123.0%
backdash into evade down426.8%
Dash Hammer Kick66K345.5%
backdash into Senchutai315.0%
backdash into throwP+G264.2%
forward movement into Jab Double StraightPPP162.6%
Rimon Chouchu66P121.9%
Souko Sensou66P+K91.5%
crouch into Honshin Soukyaku1K+G91.5%
Enshi Soushou66P81.3%
crouch into down-back kick1K81.3%
Hi'en Tankyaku9K71.1%
backdash into Chisoutai2K+G71.1%
backdash into Smash Straight3P71.1%
backdash into Sokutai3K71.1%

133 further openings account for the other 250 rounds.

Counted from 152 of the 158 matches played. The rest were not pulled for openings.

Jacky

Career
78–39 · 66.7%
This season
53 matches · 64.2%
Peak rank
30

First hit in 53.1% of 207 rounds. Won 64.5% of the rounds they struck first, 54.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up5526.3%
Dash Hammer Kick66K3416.3%
forward movement into Jab Double StraightPPP167.7%
backdash into evade down104.8%
backdash into Smash Straight3P73.4%
backdash into throwP+G62.9%
Bil Jee6P+K52.4%
forward movement into Jab StraightPP52.4%
backdash into Low Spin Kick1K+G41.9%
backdash into Middle Smash6P41.9%
Low Spin Kick1K+G31.4%
Standing Knee Kick4K31.4%
backdash into Dash Hammer Kick66K31.4%
crouch into Middle Kick3K31.4%
Dragon Combination 11P+K into Dragon Combination: Another 11P+KK21.0%

39 further openings account for the other 49 rounds.

Lau

Career
105–36 · 74.5%
This season
40 matches · 62.5%
Peak rank
32

First hit in 47.0% of 168 rounds. Won 64.6% of the rounds they struck first, 49.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up3621.4%
backdash into Senchutai3K2514.9%
Souko Sensou66P+K95.4%
backdash into evade down84.8%
backdash into Chisoutai2K+G74.2%
Shakashou3P63.6%
Shakashou3P into punchP63.6%
backdash into Junho Chushou33P63.6%
crouch into down-back kick1K63.6%
Kensou4P into Kosoushou46P42.4%
backdash into Kosoushou46P42.4%
backdash into throwP+G42.4%
Kosoushou46P into forward movement31.8%
forward dash into Chisoutai2K+G31.8%
Koryu Tenshinkyaku6K+G21.2%

31 further openings account for the other 39 rounds.

Pai

Career
388–220 · 63.8%
This season
41 matches · 39.0%
Peak rank
36

First hit in 57.4% of 129 rounds. Won 36.5% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up3022.7%
backdash into evade down118.3%
backdash into throwP+G118.3%
crouch into Honshin Soukyaku1K+G96.8%
Enshi Soushou66P86.1%
Hi'en Tankyaku9K75.3%
backdash into Senchutai3K64.5%
forward dash into Honshin Soukyaku1K+G64.5%
backdash into Tenshin Oushoushou46P+K53.8%
Honshin Soukyaku1K+G43.0%
Soukasui3P into Souka Rensui3PP43.0%
Enshi Soushou66P into kickK32.3%
Hi'en Tankyaku9K into guardG32.3%
Honshin Soukyaku1K+G into guardG21.5%
crouch dash forward into throw escape21.5%

20 further openings account for the other 21 rounds.

Counted from 35 of the 41 matches played. The rest were not pulled for openings.

Akira

Career
62–33 · 65.3%
This season
20 matches · 55.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1719.1%
backdash into evade down1314.6%
Rimon Chouchu66P1213.5%
backdash into Sokutai3K77.9%
Souka Housui3P+K55.6%
backdash into throwP+G55.6%
backdash into Youhou33P44.5%
backdash into Souka Housui3P+K33.4%
Senzankou66P+K into throwP+G22.2%
backdash into Senzankou66P+K22.2%
forward dash into Jouho Touken6P22.2%
forward dash into Souka Housui3P+K22.2%
Jouho Senshou46P11.1%
Jouho Touken6P11.1%
Kaikyusei4P into Sayu Kaikyu4PP11.1%

12 further openings account for the other 12 rounds.

Kage

Career
5–0 · 100.0%
This season
4 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Nakageri3K425.0%
backdash into evade up318.8%
Fusen Renkyaku6K+G into forward movement16.2%
Hagakure-ryu In Raijingeki46P+K16.2%
SouhajinP+K16.2%
Ura Tsumujigeri44K16.2%
backdash16.2%
backdash into Doukudaki46K16.2%
backdash into Hagakure-ryu You Jumonji KamaeP+K+G16.2%
backward movement into Nagiharai6P+K16.2%
forward dash16.2%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)