VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

げきたな

  • Sarah
  • Kage
  • Jeffry
Career matches1,999
Career win rate51.7%
Round win rate48.7%
Peak rank28
Distinct opponents130
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1367 #2,826 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

Pai2784842142749.6%
Sarah2657931626354.6%
Kage2531215315949.0%
Jeffry2826014411655.4%

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

1,069 of 1,163 rounds counted

6.3 inputs a second (380 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.4387541
Sarah6.2369163
Kage6.3378231
Jeffry6.2372134

By opponent's character

Akira6.4384225
Aoi6.4383113
Goh6.438597
Jacky6.438686
Kage6.338078
Jeffry6.136786
Wolf6.338169
Lion6.639553
Shun6.136461
Jean6.338143
Pai6.136750
Vanessa6.338125
Lei Fei6.237425
Sarah6.136716
Brad6.33818
Eileen6.237511
El Blaze6.13678
Taka6.53927
Dural6.94165
Lau7.04183

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

Akira60342656.7%+8.0
Aoi27131448.1%-10.5
Goh2481633.3%-16.4
Jacky2291340.9%-2.9
Kage21101147.6%-1.1
Jeffry2012860.0%+8.9
Wolf1971236.8%-3.1
Lion1712570.6%+28.2
Shun1610662.5%+11.7
Jean1221016.7%-32.0
Pai129375.0%+36.1
Vanessa82625.0%-19.3
Lei Fei72528.6%-14.1
Sarah42250.0%+6.0
Brad31233.3%-33.7
Eileen31233.3%-19.8
El Blaze21150.0%+4.6
Taka21150.0%+1.8
Dural1010.0%-60.8
Lau1010.0%-35.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Single Wall39182146.1%-0.3
Breakable Half Fence38162242.1%-2.9
Full Fence31191261.3%+13.0
Low Fence31151648.4%-1.0
Open30121840.0%-12.3
Octagon25111444.0%-3.2
Half Fence2317673.9%+28.8
Full Fence and Open2061430.0%-16.8
Rectangle1810855.6%+0.9
Breakable Full Fence178947.1%-3.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15253.3%48.3%+5.0
No walls10045.0%48.7%-3.7

Walls against open: +8.7 points (95% range -4.1 to +21.5), p 0.182 — 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

銀髪ザムライ (Rank 27)2026/10/1832166.7%
Gun-Interceptor (Rank 27)2026/10/1831233.3%
豆次郎 (Rank 23)2026/10/1753260.0%
dalmax72 (Rank 23)2026/10/1765183.3%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/10/1632166.7%
asteroid-belt777 (Rank 24)2026/10/1642250.0%
osAnKIRA (Rank 21)2026/10/16550100.0%
みらめたる (Rank 22)2026/10/12550100.0%
え~る (Rank 27)2026/10/1163350.0%
格雷希欧 (Rank 24)2026/10/1043175.0%
トローリロートル (Rank 22)2026/10/0795455.6%
禁酒 (Rank 23)2026/10/0774357.1%
CELIS (Rank 27)2026/10/0441325.0%
たわばTAWABA (Rank 28)2026/10/0242250.0%
nekota (Rank 25)2026/09/2852340.0%
コナモン@konamon4119 (Rank 29)2026/09/2432166.7%
こて (Rank 28)2026/09/174040.0%
omuretukun (Rank 23)2026/09/1385362.5%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/09/063030.0%
be-shedded (Rank 27)2026/08/3064266.7%
nikuzuki (Rank 23)2026/08/2543175.0%
kimxxxtt (Rank 23)2026/08/2443175.0%
ma.ya2013 (Rank 29)2026/07/3131233.3%
yasai (Rank 21)2026/07/05330100.0%
Shako_P (Rank 24)2026/06/0732166.7%

Round openings

Every character

forward movement into punchP19521.6%
forward movement into forward dash343.8%
forward movement into guardG323.5%
Stiletto66K232.5%
evade up into guardG232.5%
Senchutai3K222.4%
forward dash into guardG222.4%
Hi'en Tankyaku9K212.3%
guardG202.2%
Senchutai3K into guardG182.0%
forward movement into RenshouPP161.8%
Senchuken6P151.7%
guardG into punchP151.7%
punchP141.6%
forward dash into punchP131.4%

210 further openings account for the other 422 rounds.

Counted from 219 of the 226 matches played. The rest were not pulled for openings.

Pai

Career
421–427 · 49.6%
This season
129 matches · 45.0%
Peak rank
27

First hit in 51.8% of 514 rounds. Won 49.6% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 63.1% of rounds, against 37.5% in their other rounds.
  • In round 1: opens with “forward movement into P punch” in 40.2% of rounds, against 16.3% in their other rounds.

How is this tested?

forward movement into punchP11322.0%
Senchutai3K224.3%
Hi'en Tankyaku9K214.1%
Senchutai3K into guardG183.5%
evade up into guardG163.1%
forward movement into RenshouPP163.1%
guardG163.1%
Senchuken6P152.9%
forward movement into forward dash112.1%
forward movement into guardG112.1%
guardG into punchP112.1%
forward movement into RaigekishouPPP91.8%
punchP81.6%
Enbu Renkyaku6K+G71.4%
Souka Rensui3PP into Souka Raigekishou3PPP71.4%

119 further openings account for the other 213 rounds.

Counted from 122 of the 129 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
Akira9–4 · 69%8–5 · 62%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.

7 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?

Sarah

Career
316–263 · 54.6%
This season
63 matches · 47.6%
Peak rank
26

First hit in 49.8% of 257 rounds. Won 51.6% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3614.0%
Stiletto66K238.9%
forward movement into forward dash176.6%
forward dash into guardG155.8%
forward movement into guardG145.5%
Hide Side Kick (Deflect)P+K93.5%
forward movement into kickK83.1%
forward dash into punchP72.7%
evade down into guardG62.3%
forward movement into Jab StraightPP62.3%
evade up into guardG51.9%
Quick Knee6K into Quick Knee and Toe Kick6KK41.6%
Wind Knuckle6P+KP into Storm Combination6P+KPK41.6%
forward movement into Rising Elbow6P41.6%
guardG41.6%

66 further openings account for the other 95 rounds.

Jeffry

Career
144–116 · 55.4%
This season
34 matches · 47.1%
Peak rank
28

First hit in 56.0% of 134 rounds. Won 57.3% of the rounds they struck first, 33.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP4634.3%
forward movement into guardG75.2%
forward movement into Double KnucklePP64.5%
forward movement into forward dash64.5%
Hammer Slide1P53.7%
punchP53.7%
Elbow Butt6P43.0%
forward dash into forward movement43.0%
Hammer Slide1P into Grizzly Hammer1PP32.2%
Middle Hell Stab6P+K32.2%
Dash Elbow66P21.5%
Dash Elbow66P into Dash Elbow Upper66PP21.5%
Hammer Slide1P into guardG21.5%
Toe Kick2K21.5%
evade up into guardG21.5%

30 further openings account for the other 35 rounds.

Not counted here: Kage. Their matches 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 (15 here; about 0.8 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: 2 of 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)