VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

Catfish

  • Akira
Career matches238
Career win rate44.1%
Round win rate44.5%
Peak rank22
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1164 #3,513 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

Pai222029011244.5%
Akira1236152141.7%

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

366 of 366 rounds counted

4.8 inputs a second (285 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai4.7281316
Akira5.231050

By opponent's character

Brad4.828799
Wolf5.230954
Lei Fei4.526937
Akira4.727938
Sarah5.130630
Aoi4.728322
Vanessa4.527028
Goh4.426418
Kage4.829017
El Blaze4.124310
Jeffry5.029910
Jacky4.32583

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

Brad25101540.0%-19.3
Wolf127558.3%+9.8
Lei Fei102820.0%-4.9
Akira95455.6%+7.5
Sarah85362.5%+15.0
Aoi71614.3%-20.6
Vanessa76185.7%+25.5
Goh51420.0%+2.0
Kage42250.0%+4.1
El Blaze3030.0%-13.7
Jeffry220100.0%+56.5
Jacky1010.0%-3.8

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 Fence178947.1%-4.5
Octagon136746.1%-1.2
Breakable Full Fence126650.0%-7.9
Full Fence125741.7%-0.5
Breakable Half Fence84450.0%+12.1
Rectangle52340.0%-2.6
Single Wall440100.0%+49.8
Full Fence and Open2020.0%-9.4
Open220100.0%+46.4

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
Walls5046.0%46.5%-0.5
No walls2360.9%51.3%+9.5

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

dawstheboss2643 (Rank 15)137653.9%
truckstopchilidog (Rank 21)106460.0%
Keanight (Rank 11)85362.5%
Da_Doc (Rank 10)63350.0%
PeerC001 (Rank 25)51420.0%
CallejeroStripFaytel (Rank 25)4040.0%
JJFGCSerna (Rank 22)4040.0%
JackoRCB (Rank 36)4040.0%
Kingbison (Rank 21)4040.0%
Ramenion (Rank 23)42250.0%
SaintSaiya (Rank 15)440100.0%
CobraJames187 (Rank 21)31233.3%
Cooljerk (Rank 21)31233.3%
mindsoulbody187 (Rank 3)32166.7%
AvatarNanii (Rank 12)220100.0%
KholdKremling (Rank 16)21150.0%
Radamyr (Rank 29)2020.0%
S_C_H_T_O_M_P (Rank 21)2020.0%
Vengefulwilberg (Rank 11)220100.0%
Witi (Rank 12)220100.0%
laf0rce (Rank 13)2020.0%
Bandit-the-Rogue (Rank 27)1010.0%
Denkai (Rank 43)1010.0%
RicoSantanaGKB5 (Rank 1)110100.0%
UnofficialArtistIn3D (Rank 11)110100.0%

Most played opponents, most recent first

KholdKremling (Rank 16)2026/07/1421150.0%
PeerC001 (Rank 25)2026/07/1451420.0%
JJFGCSerna (Rank 22)2026/07/144040.0%
truckstopchilidog (Rank 21)2026/07/14106460.0%
CallejeroStripFaytel (Rank 25)2026/07/144040.0%
S_C_H_T_O_M_P (Rank 21)2026/07/142020.0%
Ramenion (Rank 23)2026/07/1442250.0%
CobraJames187 (Rank 21)2026/07/1431233.3%
SaintSaiya (Rank 15)2026/07/14440100.0%
Bandit-the-Rogue (Rank 27)2026/07/021010.0%
dawstheboss2643 (Rank 15)2026/07/02137653.9%
Radamyr (Rank 29)2026/07/022020.0%
Kingbison (Rank 21)2026/07/024040.0%
JackoRCB (Rank 36)2026/07/024040.0%
RicoSantanaGKB5 (Rank 1)2026/07/02110100.0%
Cooljerk (Rank 21)2026/07/0231233.3%
AvatarNanii (Rank 12)2026/06/24220100.0%
Keanight (Rank 11)2026/06/2485362.5%
Witi (Rank 12)2026/06/24220100.0%
mindsoulbody187 (Rank 3)2026/06/2432166.7%
Vengefulwilberg (Rank 11)2026/06/24220100.0%
Denkai (Rank 43)2026/06/241010.0%
laf0rce (Rank 13)2026/06/242020.0%
Da_Doc (Rank 10)2026/06/2363350.0%
UnofficialArtistIn3D (Rank 11)2026/06/23110100.0%

Round openings

Every character

crouch dash back5013.6%
crouch dash back into Enbikyaku3K+G246.5%
evade down205.4%
crouch dash back into evade down174.6%
crouch dash back into Renkan Tanheki66KP164.3%
crouch dash back into guardG113.0%
crouch dash back into punchP113.0%
evade down into Enbikyaku3K+G102.7%
Honshin Soukyaku1K+G82.2%
Senchutai3K into Senkyaku Chushou3KP82.2%
crouch dash back into Souanshou3P+K71.9%
evade down into guardG71.9%
Soukasui3P into Souka Rensui3PP61.6%
backdash61.6%
crouch dash back into Senkyaku Chushou3KP61.6%

98 further openings account for the other 161 rounds.

Pai

Career
90–112 · 44.5%
This season
80 matches · 42.5%
Peak rank
22

First hit in 52.9% of 312 rounds. Won 45.5% of the rounds they struck first, 40.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch dash back4614.5%
crouch dash back into Enbikyaku3K+G247.5%
crouch dash back into Renkan Tanheki66KP165.0%
evade down165.0%
crouch dash back into evade down154.7%
crouch dash back into guardG113.5%
evade down into Enbikyaku3K+G103.1%
crouch dash back into punchP92.8%
Honshin Soukyaku1K+G82.5%
Senchutai3K into Senkyaku Chushou3KP82.5%
crouch dash back into Souanshou3P+K72.2%
evade down into guardG72.2%
Soukasui3P into Souka Rensui3PP61.9%
crouch dash back into Senkyaku Chushou3KP61.9%
Senchutai3K41.3%

79 further openings account for the other 125 rounds.

Akira

Career
15–21 · 41.7%
This season
13 matches · 53.9%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Jouho Touken6P510.0%
Souka Housui3P+K48.0%
crouch dash back48.0%
evade down48.0%
crouch dash back into Koboku214P36.0%
Youzentai2K24.0%
backdash24.0%
crouch dash back into evade down24.0%
crouch dash back into punchP24.0%
crouch dash forward into crouch24.0%
evade down into punchP24.0%
Geimon Tessen46P+K+G12.0%
Rimon Chouchu66P12.0%
SoutoP+K12.0%
backdash into evade down12.0%

14 further openings account for the other 14 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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Pai: 0 of 12 tests hold up
  • Akira: not tested (too few rounds)