VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

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  • Shun
  • Lion
Career matches3,946
Career win rate55.5%
Round win rate50.0%
Peak rank34
Distinct opponents114
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1688 #858 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

Pai342,5271,3711,15654.2%
Shun341,34377257157.5%
Lion2776472961.8%

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

2,230 of 2,758 rounds counted

5.0 inputs a second (302 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.03001,854
Shun5.2312217
Lion5.3319159

By opponent's character

Sarah5.1303323
Akira5.0301249
Aoi5.2311303
Shun4.9296207
Pai5.0300162
Brad5.1305124
Jacky5.3316146
Lei Fei4.8290132
Kage4.8290146
Goh5.2313100
Wolf5.030250
Lion4.929279
Jean4.829072
Lau5.029953
Vanessa5.331834
Eileen5.130624
El Blaze5.030016
Taka5.231210

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

Sarah91523957.1%+9.3
Akira79364345.6%-2.2
Aoi76433356.6%+4.0
Shun55223340.0%-2.9
Pai51213041.2%-2.0
Brad50252550.0%+2.1
Jacky45252055.6%+2.6
Lei Fei45212446.7%-8.0
Kage38182047.4%+6.7
Goh36221461.1%+2.9
Wolf2451920.8%-21.5
Lion2291340.9%-0.8
Jean1981142.1%-10.5
Lau1761135.3%-11.6
Vanessa158753.3%-3.5
Eileen85362.5%+13.2
El Blaze62433.3%-11.5
Taka32166.7%+19.7
Jeffry220100.0%+21.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Fence94494552.1%+3.3
Open73324143.8%-5.4
Octagon71363550.7%+3.0
Single Wall69353450.7%+0.5
Low Fence68373154.4%+1.5
Rectangle65333250.8%-1.2
Half Fence64253939.1%-7.0
Full Fence61273444.3%-0.6
Breakable Full Fence49272255.1%+6.6
Full Fence and Open42202247.6%+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
Walls40448.8%48.1%+0.6
No walls21049.5%50.6%-1.1

Walls against open: +1.7 points (95% range -6.3 to +9.7), p 0.675 — 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

y2d (Rank 43)2026/10/161521313.3%
tenpai (Rank 32)2026/10/161410471.4%
Nohara (Rank 31)2026/10/1597277.8%
evoyd (Rank 33)2026/10/15138561.5%
seedash (Rank 35)2026/10/1556302653.6%
leefung._ (Rank 34)2026/10/15125741.7%
DevolvedNeutrals (Rank 33)2026/10/11135838.5%
Based_Ganja (Rank 32)2026/10/11149564.3%
RentalAnimator (Rank 41)2026/10/101221016.7%
Username (Rank 35)2026/09/24137653.9%
Jiikae (Rank 30)2026/09/242213959.1%
Jaguar (Rank 35)2026/09/232271531.8%
ShooterMcJacky (Rank 27)2026/09/06127558.3%
Crawlman (Rank 36)2026/08/311331023.1%
Pudding (Rank 41)2026/08/2592722.2%
RushdownTurtle(RDT) (Rank 34)2026/08/031871138.9%
n.fang (Rank 38)2026/07/241431121.4%
DDRMONKEY (Rank 27)2026/07/201310376.9%
gainkiller (Rank 27)2026/07/18115645.5%
BLACKSTAR (Rank 34)2026/07/0727121544.4%
samtheseed (Rank 36)2026/06/21125741.7%
UltraSeBassツ (Rank 35)2026/06/161441028.6%
orionpax (Rank 31)2026/06/07105550.0%
Dodoflump(50IQ) (Rank 35)2026/06/071751229.4%
Epsidawn (Rank 28)2026/05/31117463.6%

Round openings

Every character

Ensei Haijinkyaku7K+G38115.3%
guardG31912.8%
backdash into evade up1787.2%
Sensaitai2K1194.8%
Honshin Soukyaku1K+G994.0%
Senchuken6P913.6%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK753.0%
Gyou'in Haishu3P722.9%
Haisenchu1P692.8%
evade up582.3%
backdash into guardG481.9%
backdash into backward movement461.9%
Honshin Rensenkyaku4K+G411.6%
punchP into kickK371.5%
backdash into punchP351.4%

216 further openings account for the other 822 rounds.

Counted from 615 of the 682 matches played. The rest were not pulled for openings.

Pai

Career
1,371–1,156 · 54.2%
This season
544 matches · 48.5%
Peak rank
34

First hit in 52.3% of 1,929 rounds. Won 53.6% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 27.2% of rounds, against 16.4% in their other rounds.
  • Against Aoi: backs off first in 36.9% of rounds, against 20.9% against everyone else.
  • On Breakable Full Fence stages: backs off first in 37.9% of rounds, against 22.1% on the other stages.
  • After opening the round before by backing off: backs off first in 37.8% of rounds, against 22.1% after anything else.
  • After losing a round: attacks straight away in 63.5% of rounds, against 36.9% after winning one.
  • When behind: attacks straight away in 64.7% of rounds, against 39.8% when ahead or level.
  • In round 1: opens with “2K Sensaitai” in 9.9% of rounds, against 4.8% in their other rounds.
  • Against Lei Fei: opens with “G guard” in 28.8% of rounds, against 12.4% against everyone else.
  • After opening the round before with “7K+G Ensei Haijinkyaku”: opens with “7K+G Ensei Haijinkyaku” in 32.6% of rounds, against 18.9% after anything else.
  • After winning a round: opens with “G guard” in 17.4% of rounds, against 6.8% after losing one.
  • When ahead: opens with “G guard” in 18.6% of rounds, against 8.3% when level or behind.

How is this tested?

Ensei Haijinkyaku7K+G38119.6%
guardG26813.8%
backdash into evade up1356.9%
Sensaitai2K1196.1%
Honshin Soukyaku1K+G995.1%
Senchuken6P914.7%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK753.9%
evade up482.5%
backdash into guardG392.0%
backdash into backward movement361.9%
punchP into kickK361.9%
backdash into Kochoukyaku4K+G311.6%
backdash into punchP271.4%
backdash into Honshin Soukyaku1K+G241.2%
Hi'en Tankyaku9K231.2%

128 further openings account for the other 517 rounds.

Counted from 485 of the 544 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
Aoi27–16 · 63%12–8 · 60%too few to test
Akira13–17 · 43%10–10 · 50%too few to test
Sarah15–10 · 60%12–9 · 57%too few to test
Lei Fei9–6 · 60%10–11 · 48%too few to test
Shun10–9 · 53%5–8 · 38%too few to test
Pai9–16 · 36%4–3 · 57%too few to test
Jacky9–8 · 53%5–5 · 50%too few to test
Kage12–11 · 52%0–1 · 0%too few to test
Brad5–11 · 31%5–3 · 62%too few to test
Goh5–4 · 56%5–6 · 45%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.

59 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?

Shun

Career
772–571 · 57.5%
This season
100 matches · 46.0%
Peak rank
34

First hit in 55.3% of 414 rounds. Won 52.8% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • After losing a round: attacks straight away in 69.0% of rounds, against 42.3% after winning one.
  • When behind: attacks straight away in 69.2% of rounds, against 45.9% when ahead or level.
  • Against Akira: opens with “4K+G Honshin Rensenkyaku” in 13.3% of rounds, against 9.3% against everyone else.
  • After losing a round: opens with “3P Gyou'in Haishu” in 23.4% of rounds, against 6.4% after winning one.
  • When behind: opens with “3P Gyou'in Haishu” in 23.3% of rounds, against 10.8% when ahead or level.

How is this tested?

Gyou'in Haishu3P7217.4%
Haisenchu1P6916.7%
Honshin Rensenkyaku4K+G419.9%
backdash into evade up317.5%
guardG317.5%
crouch into Gyousentai2K256.0%
Gyousentai2K122.9%
Kouhi Tentai7K+G92.2%
backdash into backward movement81.9%
backdash into Haisenchu1P71.7%
evade up71.7%
backdash into Kasen Zenbokushou6PP61.4%
backdash into punchP61.4%
backdash into Ryubikyaku8K+G51.2%
backdash into Tenshin Haishu4P51.2%

48 further openings account for the other 80 rounds.

Lion

Career
47–29 · 61.8%
This season
38 matches · 57.9%
Peak rank
27

First hit in 53.2% of 126 rounds. Won 58.2% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG2015.8%
backdash into evade up129.4%
Attai2K into Tousentai2KK+G64.7%
backdash into Sentai Shumen4KP64.7%
backdash into guardG53.9%
Dantai3K32.4%
Sentai4K into Sentai Shumen4KP32.4%
Shaho Shasousui1P+K32.4%
Tourou Teihozen (Deflect)4P+K+G32.4%
Tourou Teihozen (Deflect)4P+K+G into crouch32.4%
backdash into Koushutai44K32.4%
backdash into Rakugekishou3PP32.4%
evade up32.4%
Attai2K21.6%
Kousoutai2K+G21.6%

37 further openings account for the other 50 rounds.

Counted from 30 of the 38 matches played. The rest were not pulled for openings.

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 (35 here; about 1.8 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 18 tests hold up
  • Shun: 5 of 17 tests hold up
  • Lion: not tested (too few rounds)