VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

ちゃんゆき/takayuki_vf

  • Vanessa
  • Eileen
  • Jeffry
  • Sarah
Career matches6,801
Career win rate49.4%
Round win rate49.1%
Peak rank38
Distinct opponents334
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1689 #852 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

Pai386,6633,2903,37349.4%
Jacky—112545848.2%
Kage—94544.4%
Sarah26660100.0%
Vanessa2654180.0%
Eileen2643175.0%
Jeffry2621150.0%

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

3,079 of 4,972 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.33783,079

By opponent's character

Jacky6.4386288
Akira6.3381364
Lau6.4386207
Lion5.9355261
Jeffry6.3380140
Kage6.2372220
Goh6.3376221
Sarah6.2369127
Aoi6.3380155
Brad6.2371155
Vanessa6.4383149
Wolf6.6396176
El Blaze6.2370111
Pai6.4384118
Shun6.3379144
Jean6.337767
Lei Fei6.338068
Eileen6.337851
Taka5.834950
Dural6.94137

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

Jacky121586347.9%-2.5
Akira114555948.2%+0.7
Lau89404944.9%-4.0
Lion87325536.8%-9.8
Jeffry83394447.0%-3.5
Kage80305037.5%-7.2
Goh79394049.4%-0.9
Sarah72314143.1%-3.5
Aoi66353153.0%+2.4
Brad66422463.6%+19.1
Vanessa61283345.9%-1.3
Wolf59312852.5%+0.1
El Blaze57322556.1%+5.0
Pai56272948.2%+2.7
Shun51312060.8%+12.3
Jean34191555.9%+3.5
Lei Fei1991047.4%+0.2
Eileen157846.7%+5.1
Taka135838.5%-2.4
Dural21150.0%-8.6

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence155787750.3%+2.0
Single Wall144687647.2%-1.8
Half Fence132587443.9%-2.9
Rectangle132646848.5%+1.9
Full Fence118605850.9%+1.7
Open118556346.6%-2.5
Octagon117576048.7%-0.0
Low Fence110595153.6%+5.7
Breakable Full Fence109515846.8%-2.1
Full Fence and Open35142140.0%-9.1

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
Walls76348.2%48.1%+0.2
No walls37248.9%48.7%+0.2

Walls against open: -0.0 points (95% range -6.2 to +6.2), p 0.989 — 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

siroiro_16bit (Rank 39)2026/10/13111109.1%
フルレバ (Rank 36)2026/10/12147750.0%
会長さん (Rank 36)2026/10/12137653.9%
abcdkazu1986 (Rank 35)2026/10/12106460.0%
ゲッパー (Rank 38)2026/10/1221101147.6%
妹に運転を教える (Rank 39)2026/10/1193633.3%
∈挙動不審∋ (Rank 34)2026/10/0894544.4%
タピる。 (Rank 33)2026/10/07118372.7%
B軍団 (Rank 35)2026/10/06116554.5%
漂泊の民回線ジプシー (Rank 38)2026/09/29139469.2%
ゼータ(MSZ-006) (Rank 36)2026/09/17104640.0%
LEO (Rank 35)2026/09/131610662.5%
ドナドナ7 (Rank 39)2026/08/3192722.2%
乱世の奸雄 (Rank 39)2026/08/251441028.6%
Umemon2026 (Rank 37)2026/08/23105550.0%
ZRX-1100 (Rank 39)2026/08/222371630.4%
ぱりぱり (Rank 40)2026/08/19137653.9%
ダイゴロー/Daigoro (Rank 36)2026/08/18104640.0%
PuzzG/ぱず爺 (Rank 37)2026/08/171611568.8%
しょべるん (Rank 38)2026/05/311610662.5%
音の勢-リック (Rank 33)2026/05/31106460.0%
すもぐり2000 (Rank 33)2026/05/29118372.7%
a.k.aとりてん (Rank 38)2026/05/28103730.0%
テクノモデル (Rank 34)2026/05/1995455.6%
BigBoin (Rank 33)2026/05/15117463.6%

Round openings

Every character

forward movement into punchP69915.5%
Senchuken6P2996.6%
Honshin Soukyaku1K+G1894.2%
Souanshou3P+K1743.9%
backdash into evade up1563.5%
guardG into evade down1082.4%
crouch into Souanshou3P+K942.1%
Meishouho4P+K+G into Ensei SenpukyakuK+G681.5%
crouch into Senchutai3K641.4%
crouch into Soukasui3P621.4%
punchP561.2%
guardG into throw escape541.2%
evade down into guardG531.2%
guardG into punchP491.1%
Hi'en Tankyaku9K471.0%

420 further openings account for the other 2,333 rounds.

Counted from 1,107 of the 1,224 matches played. The rest were not pulled for openings.

Pai

Career
3,290–3,373 · 49.4%
This season
1,215 matches · 48.0%
Peak rank
38

First hit in 54.9% of 4,426 rounds. Won 52.0% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 2: moves in first in 31.1% of rounds, against 21.8% in their other rounds.
  • Against Jeffry: waits first in 41.6% of rounds, against 23.8% against everyone else.
  • After opening the round before by moving in: moves in first in 33.2% of rounds, against 23.8% after anything else.
  • After losing a round: waits first in 29.1% of rounds, against 23.8% after winning one.
  • In round 4 or later: opens with “3P+K Souanshou” in 6.8% of rounds, against 2.8% in their other rounds.
  • Against Shun: opens with “forward movement into P punch” in 36.7% of rounds, against 14.6% against everyone else.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 27.5% of rounds, against 14.6% after anything else.
  • When the score is level: opens with “backdash into evade up” in 4.4% of rounds, against 2.9% when ahead or behind.

How is this tested?

forward movement into punchP69615.6%
Senchuken6P2996.7%
Honshin Soukyaku1K+G1894.2%
Souanshou3P+K1743.9%
backdash into evade up1533.4%
guardG into evade down1082.4%
crouch into Souanshou3P+K942.1%
Meishouho4P+K+G into Ensei SenpukyakuK+G681.5%
crouch into Senchutai3K641.4%
crouch into Soukasui3P621.4%
punchP561.2%
guardG into throw escape541.2%
evade down into guardG531.2%
guardG into punchP491.1%
Hi'en Tankyaku9K471.1%

395 further openings account for the other 2,299 rounds.

Counted from 1,098 of the 1,215 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
Akira34–38 · 47%14–10 · 58%too few to test
Jacky35–36 · 49%16–13 · 55%too few to test
Lau25–26 · 49%8–19 · 30%too few to test
Jeffry27–31 · 47%10–10 · 50%too few to test
Kage22–28 · 44%5–17 · 23%too few to test
Lion13–35 · 27%16–10 · 62%too few to test
Goh18–16 · 53%11–14 · 44%too few to test
Sarah14–21 · 40%7–15 · 32%too few to test
Aoi25–19 · 57%5–5 · 50%too few to test
El Blaze18–13 · 58%11–9 · 55%too few to test
Vanessa14–18 · 44%11–8 · 58%too few to test
Brad15–13 · 54%14–7 · 67%too few to test
Wolf14–13 · 52%8–9 · 47%too few to test
Pai16–16 · 50%8–6 · 57%too few to test
Shun22–9 · 71%8–8 · 50%too few to test
Jean5–10 · 33%10–2 · 83%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.

117 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?

Vanessa

Career
4–1 · 80.0%
This season
4 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: Body Blow527.8%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP211.1%
Defensive Style: Back Knuckle15.6%
Defensive Style: backdash into Bone Crush Middle3K15.6%
Defensive Style: backdash into back, up-back, up, back, back punch+kick+guard47844P+K+G15.6%
Defensive Style: crouch into Sit Jab2P15.6%
Defensive Style: forward movement into punchP15.6%
Defensive Style: guard into Back Knuckle6P15.6%
Defensive Style: throw into Hind Back Spin KickK+G15.6%
Offensive Style: Body Blow into forward movement15.6%
Offensive Style: guard into Body Blow6P15.6%
Offensive Style: guard into Leg Guard Crush2P15.6%
Offensive Style: punch into Quick Back Knuckle4P15.6%

Eileen

Career
3–1 · 75.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kousokuhon7K+G333.3%
Hikou Senshi66K222.2%
Douchu6P111.1%
Goku Senshin (Deflect)4P+K+G111.1%
crouch into Kasettai2K111.1%
forward movement into punchP111.1%

Jeffry

Career
1–1 · 50.0%
This season
2 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP222.2%
Dash Elbow66P into Dash Elbow Upper66PP111.1%
Elbow Butt6P into Elbow Hammer6PP111.1%
Knee Push4K111.1%
Knee Push4K into Knee Push Wild Hook4KP111.1%
Toe Kick2K111.1%
backdash into evade up111.1%
guardG into Side Kick3K111.1%

Sarah

Career
6–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rising Elbow6P250.0%
backdash into evade up250.0%

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 (18 here; about 0.9 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: 8 of 18 tests hold up
  • Vanessa: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Sarah: not tested (too few rounds)