VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

hurikake1999

  • Jacky
  • Goh
Career matches9,024
Career win rate50.2%
Round win rate48.0%
Peak rank38
Distinct opponents288
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1759 #520 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

Pai384,9882,5352,45350.8%
Jacky353,9741,9632,01149.4%
Goh2762362658.1%

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

4,169 of 5,091 rounds counted

9.5 inputs a second (568 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai9.65782,497
Jacky9.25541,607
Goh9.053865

By opponent's character

Jacky9.5568589
Akira9.3560443
Lau9.5568279
Jeffry9.7580310
Brad9.2554299
Lion9.8585301
Wolf9.6578256
Aoi9.1544294
Kage9.9591251
Sarah9.3561152
Jean9.2552173
Goh9.3560167
Pai9.9594118
Vanessa9.2551127
Lei Fei9.5569110
El Blaze9.4567100
Shun10.1605107
Eileen9.556849
Taka9.255235
Dural9.85909

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

Jacky190989251.6%+3.4
Akira131636848.1%+2.8
Lau96415542.7%-1.9
Jeffry92484452.2%+6.1
Brad81433853.1%+7.7
Lion81315038.3%-9.4
Wolf80453556.2%+10.2
Aoi77374048.0%-1.9
Kage77304739.0%-8.7
Sarah56253144.6%+0.3
Jean53242945.3%+0.7
Goh47202742.5%-4.5
Pai46202643.5%-1.9
Vanessa34132138.2%-11.0
Lei Fei31181358.1%+9.2
El Blaze2791833.3%-12.3
Shun2591636.0%-5.5
Eileen123925.0%-20.0
Taka83537.5%-8.6
Dural42250.0%-1.4

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Octagon138716751.5%+3.6
Open136568041.2%-6.0
Full Fence134666849.2%+3.7
Single Wall128656350.8%+6.0
Breakable Full Fence123626150.4%+3.2
Breakable Half Fence123507340.6%-6.4
Rectangle121586347.9%+1.5
Half Fence119477239.5%-8.3
Low Fence118487040.7%-5.4
Full Fence and Open44242054.5%+4.7

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
Walls75846.7%47.0%-0.3
No walls38244.2%45.9%-1.6

Walls against open: +1.4 points (95% range -4.9 to +7.6), p 0.674 — 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

R.I.PRJMitte. (Rank 41)2026/10/18158753.3%
★闘将拉麵男★ (Rank 35)2026/10/1749202940.8%
Hi:D (Rank 35)2026/10/14126650.0%
自作マニア@むめい。 (Rank 41)2026/10/14112918.2%
フェイス (Rank 37)2026/10/12124833.3%
寿司眼鉄 (Rank 39)2026/10/121321115.4%
zakisan (Rank 36)2026/10/111961331.6%
hikabun (Rank 36)2026/10/10147750.0%
ぬっき~@ (Rank 34)2026/10/05148657.1%
おるが@のびしろF (Rank 34)2026/10/05126650.0%
へっぽこラウ (Rank 33)2026/10/041612475.0%
俺様バーンズ (Rank 37)2026/10/031710758.8%
ふぇに (Rank 34)2026/09/29158753.3%
ちょいそる (Rank 34)2026/09/29104640.0%
Umemon2026 (Rank 38)2026/09/2732122037.5%
ドランクン//Konpay (Rank 38)2026/09/14113827.3%
onigiryy_14 (Rank 35)2026/09/13134930.8%
小名浜DC (Rank 36)2026/09/111911857.9%
究極無敵 (Rank 38)2026/09/06105550.0%
ビジネス8歳 (Rank 36)2026/08/31114736.4%
GP (Rank 40)2026/08/02115645.5%
るりじゃいき (Rank 35)2026/07/11126650.0%
interceptor (Rank 40)2026/07/09168850.0%
くりたろう (Rank 39)2026/06/14114736.4%
ff (Rank 34)2026/05/061110190.9%

Round openings

Every character

backdash into evade up52812.3%
forward movement into punchP44610.4%
crouch dash back into guardG2084.8%
forward dash into evade up1543.6%
crouch dash back into kickK1283.0%
backdash into Ensei Haijinkyaku7K+G1052.4%
backdash into evade down1002.3%
forward movement into Renken ToukyakuPPK972.2%
crouch into Soukasui3P942.2%
backdash into Senchutai3K852.0%
evade down into crouch dash forward781.8%
Slant Back Knuckle1P721.7%
crouch dash back into evade up681.6%
crouch into Senchutai3K651.5%
crouch into Squat Straight2P611.4%

368 further openings account for the other 2,013 rounds.

Counted from 1,051 of the 1,248 matches played. The rest were not pulled for openings.

Pai

Career
2,535–2,453 · 50.8%
This season
813 matches · 46.9%
Peak rank
38

First hit in 53.9% of 2,982 rounds. Won 52.3% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 62.5% of rounds, against 42.5% in their other rounds.
  • Against Akira: moves in first in 40.4% of rounds, against 27.4% against everyone else.
  • On Full Fence and Open stages: waits first in 17.9% of rounds, against 8.6% on the other stages.
  • After opening the round before by backing off: backs off first in 46.4% of rounds, against 38.5% after anything else.
  • After winning a round: backs off first in 46.4% of rounds, against 38.8% after losing one.
  • When ahead: backs off first in 48.1% of rounds, against 41.4% when level or behind.
  • In round 1: opens with “backdash into 7K+G Ensei Haijinkyaku” in 9.9% of rounds, against 1.5% in their other rounds.
  • Against Sarah: opens with “backdash into 7K+G Ensei Haijinkyaku” in 12.1% of rounds, against 3.1% against everyone else.
  • On Breakable Half Fence stages: opens with “backdash into 7K+G Ensei Haijinkyaku” in 8.8% of rounds, against 2.9% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 24.1% of rounds, against 11.0% after anything else.

How is this tested?

forward movement into punchP43614.6%
backdash into evade up37712.6%
crouch dash back into guardG1394.6%
crouch dash back into kickK1254.2%
backdash into Ensei Haijinkyaku7K+G1053.5%
forward dash into evade up973.2%
forward movement into Renken ToukyakuPPK973.2%
crouch into Soukasui3P943.1%
backdash into Senchutai3K852.8%
crouch into Senchutai3K652.2%
crouch dash back into Senchutai3K592.0%
backdash into evade down521.7%
evade down into crouch dash forward511.7%
forward dash into Koutankyaku66K421.4%
backdash into Ensei SenpukyakuK+G381.3%

222 further openings account for the other 1,131 rounds.

Counted from 725 of the 813 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
Jacky36–36 · 50%23–18 · 56%-4.6
Akira36–28 · 56%5–8 · 38%too few to test
Lau17–26 · 40%12–18 · 40%+1.2
Brad18–12 · 60%8–6 · 57%too few to test
Lion9–12 · 43%12–16 · 43%too few to test
Jeffry8–13 · 38%6–14 · 30%too few to test
Wolf8–14 · 36%10–4 · 71%too few to test
Kage15–14 · 52%4–9 · 31%too few to test
Aoi8–11 · 42%6–4 · 60%too few to test
Sarah7–13 · 35%4–9 · 31%too few to test
Pai11–13 · 46%1–2 · 33%too few to test
Goh5–11 · 31%4–4 · 50%too few to test
Jean9–5 · 64%2–7 · 22%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

88 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?

Jacky

Career
1,963–2,011 · 49.4%
This season
418 matches · 46.9%
Peak rank
35

First hit in 51.2% of 1,237 rounds. Won 47.2% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 29.3% of rounds, against 14.2% in their other rounds.
  • Against Akira: moves in first in 27.9% of rounds, against 13.0% against everyone else.
  • After opening the round before by moving in: moves in first in 36.4% of rounds, against 13.3% after anything else.
  • Against Akira: opens with “forward dash into evade up” in 17.5% of rounds, against 2.6% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “1P Slant Back Knuckle” in 15.5% of rounds, against 5.2% after anything else.

How is this tested?

backdash into evade up14211.4%
Slant Back Knuckle1P725.8%
crouch dash back into guardG645.1%
crouch into Squat Straight2P614.9%
forward dash into evade up554.4%
backdash into evade down443.5%
Slant Back Knuckle1P into backdash433.5%
backdash into Double Back Knuckle4PP403.2%
crouch dash back into evade up403.2%
crouch dash back into Double Back Knuckle4PP302.4%
evade down into crouch dash forward272.2%
backdash into Slide Shuffle (Deflect)4P+K+G262.1%
Low Spin Kick1K+G231.9%
Low Spin Kick1K+G into backdash221.8%
evade up into Slant Back Knuckle1P221.8%

158 further openings account for the other 533 rounds.

Counted from 309 of the 418 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–20 · 33%4–4 · 50%too few to test
Jacky5–10 · 33%2–7 · 22%too few to test
Jeffry14–6 · 70%2–2 · 50%too few to test
Wolf6–7 · 46%4–0 · 100%too few to test
Aoi9–8 · 53%1–2 · 33%too few to test
Kage2–12 · 14%1–5 · 17%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.

109 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?

Goh

Career
36–26 · 58.1%
This season
17 matches · 29.4%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up913.8%
backdash into kickK913.8%
crouch dash back into guardG57.7%
backdash into Karura4P+K46.2%
backdash into evade down46.2%
crouch dash forward into throw escape34.6%
Ni'oudaoshi3K+G into forward dash23.1%
crouch dash forward into kickK23.1%
crouch into Sune'uchi2P23.1%
forward dash into evade up23.1%
forward dash into kickK23.1%
backdash into Aragami4K11.5%
backdash into Soukyu46P11.5%
backdash into guardG11.5%
backdash into throwP+G11.5%

17 further openings account for the other 17 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 (31 here; about 1.6 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: 10 of 16 tests hold up
  • Jacky: 5 of 15 tests hold up
  • Goh: not tested (too few rounds)