VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

sedate-rooms15

  • Lion
  • Jeffry
  • Wolf
Career matches1,362
Career win rate53.7%
Round win rate51.6%
Peak rank26
Distinct opponents9
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1437 Not ranked yet: the list needs 50 matches. See 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

Pai2451626824851.9%
Lion2642423419055.2%
Jeffry2431318013357.5%
Wolf23103475645.6%
Shun—62433.3%

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

50 of 62 rounds counted

4.9 inputs a second (296 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Lion5.030128
Pai5.030013
Jeffry4.62759

By opponent's character

Sarah5.130624
Akira4.929110
Aoi4.728413
Lei Fei4.92953

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

Sarah64266.7%+38.1
Akira31233.3%-14.8
Aoi31233.3%-21.9
Jean2020.0%-53.3
Lei Fei110100.0%+46.6

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

Full Fence32166.7%+24.5
Half Fence32166.7%+29.4
Rectangle32166.7%+29.7
Octagon21150.0%-14.3
Breakable Full Fence1010.0%-46.0
Open1010.0%-39.0
Single Wall1010.0%-73.7

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
Walls1258.3%47.3%+11.1
No walls20.0%52.6%-52.6

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

Most played opponents, most recent first

108 (Rank 25)2026/10/051010.0%
nekoneko (Rank 21)2026/10/05110100.0%
Martin1833 (Rank 23)2026/06/2721150.0%
東京特許許可局局長 (Rank 24)2026/06/27110100.0%
ooosugi1202 (Rank 28)2026/06/271010.0%
gimoring (Rank 25)2026/06/2753260.0%
wcc6181 (Rank 26)2026/06/27110100.0%
MatStar (Rank 21)2026/03/271010.0%
RedBean (Rank 23)2026/03/272020.0%

Round openings

Every character

Ensei Haijinkyaku7K+G into evade up23.8%
Enshi Soushou66P into Hien Dantai66PK23.8%
backdash into Tourou Hassou41236P23.8%
evade up into Enbikyaku3K+G23.8%
guardG23.8%
guardG into Rakugekishou3PP23.8%
guardG into evade up23.8%
Banchu6P into Banchu Renkanshu6PP11.9%
Juchou Senshou8P+K11.9%
Koushu RensuiPP into Rensui SoushuPPP+K11.9%
Koushutai44K11.9%
RenshouPP into Renken ToukyakuPPK11.9%
Senshippo66P11.9%
Sentai4K into Sentai Shumen4KP11.9%
Shaho Shasousui1P+K11.9%

31 further openings account for the other 31 rounds.

Counted from 13 of the 15 matches played. The rest were not pulled for openings.

Lion

Career
234–190 · 55.2%
This season
7 matches · 57.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tourou Hassou41236P27.1%
guardG into Rakugekishou3PP27.1%
Banchu6P into Banchu Renkanshu6PP13.6%
Juchou Senshou8P+K13.6%
Koushu RensuiPP into Rensui SoushuPPP+K13.6%
Koushutai44K13.6%
Senshippo66P13.6%
Sentai4K into Sentai Shumen4KP13.6%
Shaho Shasousui1P+K13.6%
Souji SenpuP+K13.6%
Tourou Hassou41236P13.6%
Tourou Teihozen (Deflect)4P+K+G into Zensoutai2KK13.6%
backdash into Kishitsu Kasensou43P13.6%
crouch into Dantai3K13.6%
crouch into Senkyutai1K13.6%

11 further openings account for the other 11 rounds.

Pai

Career
268–248 · 51.9%
This season
4 matches · 50.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G into evade up211.1%
Enshi Soushou66P into Hien Dantai66PK211.1%
evade up into Enbikyaku3K+G211.1%
RenshouPP into Renken ToukyakuPPK15.6%
backdash into Kochoukyaku4K+G15.6%
evade up into Kochoukyaku4K+G15.6%
evade up into Senkyaku Chushou3KP15.6%
guardG into Kochoukyaku4K+G15.6%
guardG into Souanshou3P+K15.6%
guardG into Soukasui3P15.6%
guardG into Tenshin Oushoushou46P+K15.6%
guardG into crouch dash forward15.6%
guardG into evade up15.6%
guardG into punchP15.6%
punchP15.6%

Wolf

Career
47–56 · 45.6%
This season
1 matches · 0.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Quick Shoulder66P+K125.0%
forward movement into Knuckle Part1PP125.0%
guardG into evade up125.0%
punchP into Jab StraightPP125.0%

Jeffry

Career
180–133 · 57.5%
This season
3 matches · 33.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Destruction WaveK+G133.3%
backdash into Toe Kick2K133.3%
guardG133.3%

Counted from 1 of the 3 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)