VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

シメ

  • Akira
  • Brad
  • Jeffry
Career matches6,400
Career win rate50.5%
Round win rate49.8%
Peak rank33
Distinct opponents301
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1565 #1,570 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

Pai335,2072,5932,61449.8%
Brad3061533228354.0%
Akira2857230326953.0%
Jeffry2662433.3%

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

1,928 of 2,979 rounds counted

9.8 inputs a second (588 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai9.75791,619
Akira11.0658272
Brad9.657812
Jeffry8.047825

By opponent's character

Akira10.3616263
Jacky9.7584213
Sarah9.9596179
Wolf9.8591171
Jean9.456482
Lion10.0601115
Goh9.8591101
Jeffry9.657486
Pai9.858870
Shun9.9596100
Lau10.261099
Kage9.556884
Aoi9.657466
Brad9.557298
El Blaze9.456781
Vanessa8.853044
Lei Fei9.858910
Dural9.858833
Eileen9.255317
Taka10.160416

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

Akira93444947.3%-0.2
Jacky83394447.0%-2.0
Sarah63263741.3%-9.9
Wolf57243342.1%-7.4
Jean47301763.8%+16.2
Lion42142833.3%-14.2
Goh41202148.8%-1.7
Jeffry38191950.0%+3.4
Pai38182047.4%-3.6
Shun38211755.3%+3.0
Lau33132039.4%-7.3
Kage30171356.7%+10.4
Aoi29161355.2%-2.5
Brad28181064.3%+18.0
El Blaze2718966.7%+16.1
Vanessa21111052.4%+10.7
Lei Fei138561.5%+9.7
Dural123925.0%-18.6
Eileen74357.1%-0.1
Taka52340.0%-17.8

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Full Fence109456441.3%-9.4
Open96504652.1%+3.5
Breakable Full Fence77393850.6%+1.4
Single Wall77364146.8%-1.9
Breakable Half Fence71422959.1%+10.8
Low Fence71343747.9%-2.4
Rectangle67274040.3%-12.3
Octagon65372856.9%+9.2
Half Fence58253343.1%-1.7
Full Fence and Open28141450.0%+0.7

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
Walls44748.1%49.0%-0.9
No walls24449.2%49.2%+0.0

Walls against open: -0.9 points (95% range -8.7 to +7.0), p 0.829 — 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

ぽこぺん太@能登VF部 (Rank 33)2026/10/1891811.1%
会長さん (Rank 34)2026/10/1184450.0%
ルドルフ (Rank 32)2026/10/0664266.7%
ニトロ (Rank 34)2026/09/1282625.0%
Grimaster (Rank 30)2026/09/08105550.0%
黒シャツ (Rank 33)2026/09/0863350.0%
オムレツハンター© (Rank 33)2026/09/0663350.0%
れもん@のびしろF (Rank 32)2026/09/0365183.3%
delicioso (Rank 33)2026/08/3183537.5%
poteto (Rank 34)2026/08/30125741.7%
Koutei (Rank 33)2026/08/1862433.3%
躑躅 (Rank 35)2026/08/0371614.3%
ガリバー (Rank 29)2026/07/29106460.0%
けいすけ新宿 (Rank 34)2026/07/2783537.5%
Light (Rank 30)2026/07/2183537.5%
BANANA (Rank 29)2026/07/0685362.5%
gairoku88 (Rank 30)2026/06/0762433.3%
のみ (Rank 33)2026/06/0563350.0%
pizaman (Rank 31)2026/06/0462433.3%
MikuMartineau (Rank 30)2026/06/0285362.5%
ヘニオ (Rank 32)2026/05/2873442.9%
ばねばば (Rank 30)2026/05/2763350.0%
さいたま梅澤/T.Umezawa (Rank 29)2026/05/1584450.0%
mossa_n_assom (Rank 32)2026/05/1073442.9%
Byakko-Donchan (Rank 34)2026/03/2673442.9%

Round openings

Every character

forward movement into punchP44915.8%
Ensei Haijinkyaku7K+G into guardG1786.3%
Ensei Haijinkyaku7K+G1736.1%
forward movement into RaigekishouPPP1364.8%
Honshin Soukyaku1K+G1164.1%
forward movement into RenshouPP1063.7%
throw escape782.7%
crouch dash forward into throw escape722.5%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK602.1%
Honshin Soukyaku1K+G into guardG602.1%
backdash into evade up602.1%
forward movement into Ensei KatanhekiP+K541.9%
backdash into Honrakukyaku46K+G531.9%
crouch into Renka Sentai2KK471.6%
Rimon Chouchu66P441.6%

278 further openings account for the other 1,157 rounds.

Counted from 710 of the 745 matches played. The rest were not pulled for openings.

Pai

Career
2,593–2,614 · 49.8%
This season
602 matches · 48.3%
Peak rank
33

First hit in 55.2% of 2,253 rounds. Won 52.6% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 53.8% of rounds, against 33.7% in their other rounds.
  • Against Akira: backs off first in 22.8% of rounds, against 8.4% against everyone else.
  • After winning a round: attacks straight away in 40.3% of rounds, against 27.0% after losing one.
  • When behind: evades first in 11.1% of rounds, against 5.2% when ahead or level.
  • After landing the first hit of the round before: attacks straight away in 36.9% of rounds, against 30.2% after being hit first.
  • In round 1: opens with “1K+G Honshin Soukyaku” in 9.7% of rounds, against 3.6% in their other rounds.
  • Against Brad: opens with “forward movement into P punch” in 30.8% of rounds, against 18.6% against everyone else.
  • After winning a round: opens with “7K+G Ensei Haijinkyaku into G guard” in 11.6% of rounds, against 3.3% after losing one.
  • When ahead: opens with “forward movement into PPP Raigekishou” in 10.5% of rounds, against 5.1% when level or behind.

How is this tested?

forward movement into punchP43419.1%
Ensei Haijinkyaku7K+G into guardG1787.9%
Ensei Haijinkyaku7K+G1737.6%
forward movement into RaigekishouPPP1366.0%
Honshin Soukyaku1K+G1165.1%
forward movement into RenshouPP1064.7%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK602.6%
Honshin Soukyaku1K+G into guardG602.6%
throw escape572.5%
forward movement into Ensei KatanhekiP+K542.4%
backdash into Honrakukyaku46K+G532.3%
crouch into Renka Sentai2KK472.1%
Hi'en Tankyaku9K421.9%
Hi'en Tankyaku9K into guardG411.8%
crouch dash forward into Souanshou3P+K371.6%

180 further openings account for the other 672 rounds.

Counted from 567 of the 602 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
Jacky23–25 · 48%10–10 · 50%too few to test
Akira17–19 · 47%10–7 · 59%too few to test
Sarah12–21 · 36%6–6 · 50%too few to test
Wolf6–15 · 29%8–12 · 40%too few to test
Jean21–9 · 70%4–2 · 67%too few to test
Goh7–10 · 41%9–9 · 50%too few to test
Jeffry9–9 · 50%4–8 · 33%too few to test
Pai10–10 · 50%3–4 · 43%too few to test
Brad11–5 · 69%5–5 · 50%too few to test
Shun6–8 · 43%6–4 · 60%too few to test
Lau5–8 · 38%5–7 · 42%too few to test
Lion4–11 · 27%2–5 · 29%too few to test
Aoi5–7 · 42%6–4 · 60%too few to test
Kage6–5 · 55%5–5 · 50%too few to test
El Blaze8–5 · 62%3–1 · 75%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.

35 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?

Akira

Career
303–269 · 53.0%
This season
121 matches · 52.9%
Peak rank
28

First hit in 52.6% of 483 rounds. Won 55.1% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 45.3% of rounds, against 12.4% after winning one.
  • When behind: moves in first in 42.1% of rounds, against 19.3% when ahead or level.
  • After winning a round: opens with “backdash into evade up” in 9.7% of rounds, against 1.1% after losing one.

How is this tested?

crouch dash forward into throw escape4910.0%
Rimon Chouchu66P448.9%
Rimon Chouchu66P into backdash418.3%
backdash into evade up295.9%
crouch dash forward into Youhou33P265.3%
backdash into Chouzan Housui46P+K183.7%
throw escape183.7%
crouch dash back into Koboku214P153.0%
backdash into Jouho Senshou46P122.4%
backdash into Souka Housui3P+K102.0%
evade down into throw escape102.0%
Souka Housui3P+K91.8%
crouch dash forward into Rimon Chouchu66P91.8%
evade up into Souka Housui3P+K81.6%
forward dash into Jouho Touken6P81.6%

88 further openings account for the other 186 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–9 · 40%3–3 · 50%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?

Brad

Career
332–283 · 54.0%
This season
15 matches · 53.3%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking6P+K+G into Crush Knee KickK+G1118.3%
forward movement into punchP1118.3%
forward movement into Jab StraightPP610.0%
Middle Spin Kick66K35.0%
evade up into crouch dash forward35.0%
backdash into evade up23.3%
forward movement into Rapid Double JabP+K23.3%
throw escape23.3%
Destruction Body3P+K11.7%
Dtee Sawk Dtrohng4P+K11.7%
Rapid Short UpperP+KP into Rapid CombinationP+KPP11.7%
Sharp Shoot1P11.7%
Spine Whip4P11.7%
backdash into guardG11.7%
crouch dash back into Rapid CombinationP+KPP11.7%

13 further openings account for the other 13 rounds.

Jeffry

Career
2–4 · 33.3%
This season
7 matches · 28.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Double KnucklePP520.0%
crouch dash forward into throw escape312.0%
Hammer Slide1P into Grizzly Hammer1PP28.0%
evade down into throw escape28.0%
forward movement into Double Knuckle~UpperPPP28.0%
backdash into Dash Elbow66P14.0%
backdash into Double Hammer Down43P14.0%
backdash into Elbow Butt6P14.0%
backdash into Rising Hammer43PP14.0%
backdash into Tsunami Beat3K+G14.0%
crouch dash forward into Body CrushP+K14.0%
evade down into Knee Attack6K14.0%
forward dash into Low Knuckle2P14.0%
forward movement into punchP14.0%
punchP into Double KnucklePP14.0%

1 further openings account for the other 1 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: 9 of 16 tests hold up
  • Akira: 3 of 14 tests hold up
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)