VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

あおるやつはぶろっく

  • Lion
Career matches251
Career win rate66.9%
Round win rate60.3%
Peak rank27
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1424 #2,506 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

Pai272401617967.1%
Lion21117463.6%

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

242 of 242 rounds counted

8.0 inputs a second (478 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.8471201
Lion8.551241

By opponent's character

Akira8.551153
Jacky8.048127
Jean7.645424
Lion8.048026
Goh7.545223
Kage7.645614
Lau7.746211
Sarah7.846813
Shun7.746412
Wolf8.651712
Jeffry7.24307
Lei Fei7.84658
Pai7.94766
Taka8.95366

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

Akira148657.1%-15.2
Jacky880100.0%+37.5
Jean63350.0%-27.2
Lion64266.7%+1.9
Goh54180.0%+35.9
Kage440100.0%+30.9
Lau32166.7%-4.7
Sarah3030.0%-75.7
Shun32166.7%+12.1
Wolf3030.0%-52.3
Jeffry220100.0%+41.4
Lei Fei2020.0%-44.0
Pai220100.0%+39.7
Taka220100.0%+16.8

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

Breakable Full Fence94544.4%-12.3
Half Fence86275.0%+21.6
Octagon84450.0%-19.1
Rectangle64266.7%-11.8
Single Wall64266.7%-8.2
Full Fence54180.0%+23.4
Low Fence54180.0%+13.9
Breakable Half Fence440100.0%+22.3
Full Fence and Open3030.0%-72.3
Open31233.3%-31.1

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
Walls4065.0%63.7%+1.3
No walls1464.3%69.3%-5.0

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

kimxxxtt (Rank 21)107370.0%
48歳技覚えられないよ (Rank 25)63350.0%
kim4439 (Rank 21)660100.0%
Agito (Rank 27)53260.0%
kampfarkz (Rank 27)32166.7%
orz (Rank 28)3030.0%
BruceLee (Rank 16)21150.0%
Laozhou (Rank 26)21150.0%
MATSUNAGAAKIRA.REBOOT (Rank 28)21150.0%
Nkun2026 (Rank 16)2020.0%
daisomanager (Rank 11)220100.0%
dalmax72 (Rank 22)220100.0%
kosk5906 (Rank 18)220100.0%
manao_0609 (Rank 26)220100.0%
neary (Rank 33)2020.0%
wh-ida2 (Rank 24)220100.0%
windowkhs (Rank 27)220100.0%
かっち (Rank 13)220100.0%
ゆづ (Rank 15)2020.0%
timjunya (Rank 16)110100.0%
あなたのかみさま (Rank 24)110100.0%
かりぼー (Rank 25)1010.0%
달그림자 (Rank 21)110100.0%

Most played opponents, most recent first

Laozhou (Rank 26)2026/10/1621150.0%
ゆづ (Rank 15)2026/10/162020.0%
kimxxxtt (Rank 21)2026/10/14107370.0%
daisomanager (Rank 11)2026/10/14220100.0%
MATSUNAGAAKIRA.REBOOT (Rank 28)2026/10/1421150.0%
48歳技覚えられないよ (Rank 25)2026/10/1463350.0%
Agito (Rank 27)2026/10/1453260.0%
neary (Rank 33)2026/10/132020.0%
orz (Rank 28)2026/10/133030.0%
timjunya (Rank 16)2026/09/29110100.0%
kosk5906 (Rank 18)2026/09/29220100.0%
BruceLee (Rank 16)2026/09/2921150.0%
かっち (Rank 13)2026/09/29220100.0%
Nkun2026 (Rank 16)2026/09/292020.0%
かりぼー (Rank 25)2026/09/291010.0%
manao_0609 (Rank 26)2026/09/29220100.0%
dalmax72 (Rank 22)2026/09/29220100.0%
windowkhs (Rank 27)2026/09/29220100.0%
kampfarkz (Rank 27)2026/09/2932166.7%
wh-ida2 (Rank 24)2026/09/29220100.0%
kim4439 (Rank 21)2026/09/29660100.0%
あなたのかみさま (Rank 24)2026/09/29110100.0%
달그림자 (Rank 21)2026/09/29110100.0%

Round openings

Pai

Career
161–79 · 67.1%
This season
53 matches · 66.0%
Peak rank
27

First hit in 49.1% of 106 rounds. Won 75.0% of the rounds they struck first, 72.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchuken6P into forward movement1211.2%
Honshin Soukyaku1K+G98.4%
backdash into Honrakukyaku46K+G65.6%
Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G54.7%
Ensei Haijinkyaku7K+G into kickK43.7%
Meishouho4P+K+G into Kochoukyaku4K+G43.7%
Senchuken6P43.7%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK32.8%
Senchuken6P into forward dash32.8%
backdash into Meishouho4P+K+G32.8%
backdash into Tenshin Oushoushou46P+K32.8%
crouch into down-back kick1K32.8%
Ensei Haijinkyaku7K+G21.9%
Ensei Haijinkyaku7K+G into Haitenkyaku7K21.9%
RenshouPP into RaigekishouPPP21.9%

37 further openings account for the other 42 rounds.

Counted from 29 of the 53 matches played. The rest were not pulled for openings.

Not counted here: Lion. 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Pai: not tested (too few rounds)