VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

roushi_77

  • Goh
  • Taka
Career matches5,101
Career win rate49.6%
Round win rate49.8%
Peak rank29
Distinct opponents177
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1498 #2,033 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

Pai292,3371,1421,19548.9%
Goh292,1091,0541,05550.0%
Taka2965533532051.1%

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

1,838 of 2,026 rounds counted

8.0 inputs a second (480 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.94721,319
Goh8.3500469
Taka8.550750

By opponent's character

Wolf8.5509267
Jacky8.1483231
Akira7.8470188
Sarah7.4444157
Aoi8.1488117
Jean8.1489111
Shun7.9475121
Goh8.047888
El Blaze7.746480
Pai7.746295
Eileen7.947675
Jeffry8.148665
Lion8.148467
Lau7.947638
Kage8.349638
Taka8.047740
Vanessa7.847022
Brad8.349811
Lei Fei8.349618
Dural7.84689

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

Wolf66273940.9%-10.4
Jacky59203933.9%-13.9
Akira52331963.5%+16.5
Sarah44251956.8%+13.0
Aoi32201262.5%+4.7
Jean31181358.1%+7.6
Shun31171454.8%+7.6
Goh29141548.3%-4.1
El Blaze28151353.6%+2.3
Pai27111640.7%-16.5
Eileen2013765.0%+16.9
Jeffry167943.8%-3.5
Lion1611568.8%+17.0
Lau125741.7%-16.8
Kage113827.3%-24.8
Taka105550.0%+1.2
Vanessa72528.6%-11.2
Brad42250.0%-4.9
Lei Fei42250.0%-11.0
Dural21150.0%-9.4

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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 Fence70343648.6%-2.1
Octagon62303248.4%+0.0
Breakable Full Fence49212842.9%-11.3
Low Fence49321765.3%+16.5
Single Wall49222744.9%-5.5
Open44222250.0%-1.2
Half Fence43202346.5%-0.9
Rectangle43202346.5%-7.0
Full Fence37152240.5%-11.5
Full Fence and Open2112957.1%+11.4

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
Walls30446.1%50.4%-4.4
No walls14253.5%50.4%+3.1

Walls against open: -7.5 points (95% range -17.6 to +2.6), p 0.145 — 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

しろ☆おび。@のびしろF (Rank 26)2026/10/15105550.0%
POOOOOOH (Rank 29)2026/10/1464266.7%
2month (Rank 25)2026/10/0974357.1%
BANANA (Rank 29)2026/10/05136746.1%
SHUSHUSHU (Rank 29)2026/10/0252340.0%
ぽん (Rank 27)2026/10/0275271.4%
入れ込むかもしれない (Rank 26)2026/10/0252340.0%
めかざわ (Rank 30)2026/10/02116554.5%
イチゲン (Rank 29)2026/09/2953260.0%
camelvf (Rank 25)2026/09/2763350.0%
Wonda15426 (Rank 25)2026/09/1451420.0%
こて (Rank 27)2026/09/0995455.6%
千種うるふ(nomore) (Rank 27)2026/09/0873442.9%
銀 (Rank 30)2026/09/0661516.7%
orz (Rank 30)2026/08/18106460.0%
37 (Rank 27)2026/07/3064266.7%
nekota (Rank 24)2026/07/2875271.4%
syounai (Rank 28)2026/07/11107370.0%
はげまん (Rank 28)2026/07/0775271.4%
dalmax72 (Rank 25)2026/07/0264266.7%
WONDA2567 (Rank 28)2026/06/2392722.2%
え~る (Rank 29)2026/06/2164266.7%
南部の釣れないルアー (Rank 31)2026/06/1975271.4%
MikuMartineau (Rank 30)2026/06/058080.0%
kobaman (Rank 26)2026/05/1851420.0%

Round openings

Every character

evade up into crouch dash forward1678.6%
evade up into Souanshou3P+K1638.4%
Senchuken6P1618.3%
crouch into down-back kick1K1437.4%
guardG1377.1%
guardG into evade down834.3%
evade down into guardG723.7%
Hi'en Tankyaku9K552.8%
evade up into Jibishou3P+K542.8%
Senchutai3K331.7%
Garyu66K321.6%
Sune Kudaki43P321.6%
forward movement into RenshouPP301.6%
punchP291.5%
evade up into throwP+G271.4%

234 further openings account for the other 716 rounds.

Counted from 475 of the 501 matches played. The rest were not pulled for openings.

Pai

Career
1,142–1,195 · 48.9%
This season
352 matches · 50.9%
Peak rank
29

First hit in 48.0% of 1,357 rounds. Won 54.7% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 42.8% of rounds, against 30.2% in their other rounds.
  • Against Akira: evades first in 45.7% of rounds, against 32.0% against everyone else.
  • After winning a round: moves in first in 6.9% of rounds, against 0.8% after losing one.
  • In round 1: opens with “6P Senchuken” in 20.2% of rounds, against 9.0% in their other rounds.
  • Against Wolf: opens with “evade up into crouch dash forward” in 15.0% of rounds, against 7.5% against everyone else.
  • When behind: opens with “G guard” in 10.9% of rounds, against 5.2% when ahead or level.

How is this tested?

evade up into Souanshou3P+K16311.9%
Senchuken6P16111.7%
crouch into down-back kick1K14310.4%
evade up into crouch dash forward1158.4%
guardG956.9%
Hi'en Tankyaku9K554.0%
guardG into evade down493.6%
evade down into guardG382.8%
Senchutai3K332.4%
forward movement into RenshouPP302.2%
punchP into RenshouPP241.8%
Senchutai3K into guardG211.5%
crouch into Renka Sentai2KK211.5%
punchP211.5%
evade up into Senchutai3K191.4%

135 further openings account for the other 383 rounds.

Counted from 332 of the 352 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
Jacky7–17 · 29%4–7 · 36%too few to test
Wolf11–13 · 46%4–8 · 33%too few to test
Akira11–9 · 55%6–2 · 75%too few to test
Sarah12–10 · 55%4–5 · 44%too few to test
Goh11–10 · 52%2–2 · 50%too few to test
Shun10–6 · 62%2–1 · 67%too few to test
Pai4–11 · 27%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.

20 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?

Goh

Career
1,054–1,055 · 50.0%
This season
134 matches · 47.0%
Peak rank
29

First hit in 50.5% of 501 rounds. Won 49.4% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade up into Jibishou3P+K5410.7%
evade up into crouch dash forward499.7%
guardG387.5%
evade down into guardG336.5%
Garyu66K326.3%
Sune Kudaki43P326.3%
guardG into evade down316.2%
evade up into Kirin33P132.6%
backward movement into Raikou3P91.8%
evade down into crouch dash forward81.6%
evade up into throwP+G81.6%
Onikubikari66K+G71.4%
guardG into evade up71.4%
kickK71.4%
Soukyu46P61.2%

91 further openings account for the other 170 rounds.

Counted from 128 of the 134 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf9–8 · 53%2–5 · 29%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.

6 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?

Taka

Career
335–320 · 51.1%
This season
15 matches · 60.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Kachi'age33P+K1220.3%
Tsuyubarai2P+K610.2%
punchP into Tsuppari 2PP58.5%
guardG46.8%
punchP46.8%
Sokubi Otoshi41236P35.1%
evade up into crouch dash forward35.1%
guardG into Tsuyubarai2P+K35.1%
guardG into evade down35.1%
Agyou4P+K+G into Tsuppari 2PP11.7%
Gozougeri4K into Gozou Kehataki4KP11.7%
Kachi'age33P+K11.7%
Takatsumehashi3P+K11.7%
Tsuppari 2PP into Tsuppari 3PPP11.7%
evade down into guardG11.7%

10 further openings account for the other 10 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 (30 here; about 1.5 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: 6 of 15 tests hold up
  • Goh: 0 of 15 tests hold up
  • Taka: not tested (too few rounds)