VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

RamonJamon

  • Lau
  • Shun
Career matches5,031
Career win rate54.7%
Round win rate53.5%
Peak rank36
Distinct opponents96
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1697 #816 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

Pai363,1861,7501,43654.9%
Shun311,52482669854.2%
Lau2930616713954.6%
Eileen—86275.0%
Vanessa—71614.3%

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

938 of 1,573 rounds counted

7.8 inputs a second (470 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.9474795
Lau7.5448143

By opponent's character

Jacky7.846881
Akira7.8465124
Jeffry7.645858
Kage7.846660
Shun8.048192
Lau7.947277
Lion7.947377
Sarah7.544749
Lei Fei8.148731
Brad7.846573
Wolf8.148929
Goh8.047943
Pai8.148437
Jean8.148626
Aoi9.154410
Dural7.645427
Taka7.243419
Vanessa8.350112
Eileen7.344113

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

Jacky51312060.8%+8.5
Akira41202148.8%-9.1
Jeffry35231265.7%+18.2
Kage30131743.3%-11.7
Shun30161453.3%+3.0
Lau29161355.2%-1.5
Lion28121642.9%-5.7
Sarah27131448.1%-9.0
Lei Fei2481633.3%-13.1
Brad2116576.2%+11.9
Wolf1510566.7%+1.3
Goh147750.0%+3.9
Pai136746.1%-1.4
Jean118372.7%+1.7
Aoi75271.4%+10.2
Dural72528.6%-24.6
Taka53260.0%-8.2
Vanessa53260.0%+13.6
El Blaze440100.0%+18.4
Eileen32166.7%+6.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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 Fence47242351.1%+1.1
Half Fence46212545.6%-2.3
Octagon46212545.6%-10.7
Open45321371.1%+11.6
Low Fence39221756.4%+5.0
Full Fence36162044.4%-7.5
Rectangle35221362.9%+3.2
Breakable Full Fence32161650.0%-8.1
Single Wall24141058.3%-0.1
Full Fence and Open1810855.6%-2.6

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24249.6%53.2%-3.6
No walls10863.0%57.1%+5.9

Walls against open: -9.4 points (95% range -20.8 to +1.9), p 0.104 — 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

Crashing_Blow2003 (Rank 33)2026/10/02113827.3%
JoeWoahTho (Rank 39)2026/09/2671614.3%
j_remover (Rank 34)2026/09/26148657.1%
onuelito (Rank 39)2026/09/2692722.2%
HARLEMKNIGHT116 (Rank 33)2026/09/2685362.5%
n.fang (Rank 38)2026/09/1451420.0%
avery (Rank 35)2026/09/1384450.0%
無謀 (Rank 33)2026/09/1262433.3%
Dodoflump(50IQ) (Rank 36)2026/09/116060.0%
u_madNES (Rank 24)2026/09/1163350.0%
TerryIrvin (Rank 37)2026/09/1185362.5%
Dhezz (Rank 35)2026/08/21189950.0%
bootywarrior (Rank 21)2026/08/04660100.0%
iKillYouXChicken (Rank 38)2026/08/026060.0%
BLACKSTAR (Rank 33)2026/07/3172528.6%
Jaguar (Rank 35)2026/07/31125741.7%
SugarBear (Rank 36)2026/07/3132201262.5%
JINXHAND (Rank 34)2026/07/10103730.0%
CarelessSax4450 (Rank 26)2026/06/0663350.0%
own1jef123 (Rank 37)2026/06/068080.0%
evoyd (Rank 32)2026/05/1751420.0%
GambleOfDarun (Rank 26)2026/05/1585362.5%
BaebladeRIP (Rank 39)2026/05/1591811.1%
xBKLYNxKIDDx (Rank 26)2026/05/1586275.0%
IphanatikI (Rank 33)2026/05/0985362.5%

Round openings

Every character

crouch dash back into guardG644.0%
punchP634.0%
Kosoushou46P into punchP573.6%
evade down into guardG503.2%
crouch into Renka Sentai2KK452.8%
evade up into crouch dash back412.6%
guardG into evade down382.4%
crouch dash forward into Souanshou3P+K372.3%
punchP into crouch352.2%
crouch dash back into Ensei Soushouheki4P342.1%
crouch dash back into punchP301.9%
evade down into punchP291.8%
crouch dash forward into punchP271.7%
crouch dash back into evade down261.6%
crouch dash forward into guardG251.6%

304 further openings account for the other 983 rounds.

Pai

Career
1,750–1,436 · 54.9%
This season
287 matches · 54.4%
Peak rank
36

First hit in 59.8% of 1,122 rounds. Won 54.5% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

  • Against Lau: moves in first in 34.8% of rounds, against 9.0% against everyone else.

How is this tested?

punchP625.5%
crouch dash back into guardG494.3%
crouch into Renka Sentai2KK454.0%
evade down into guardG383.4%
crouch dash forward into Souanshou3P+K373.3%
punchP into crouch353.1%
crouch dash back into Ensei Soushouheki4P343.0%
guardG into evade down322.8%
crouch dash back into punchP282.5%
evade down into punchP262.3%
evade up into crouch dash back242.1%
backdash into Ensei Toukikyaku46KK211.9%
crouch dash back into Rikensui1P201.8%
evade up into punchP191.7%
crouch dash forward into punchP181.6%

191 further openings account for the other 639 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–6 · 68%8–4 · 67%too few to test
Lion7–11 · 39%5–5 · 50%too few to test
Akira8–9 · 47%5–5 · 50%too few to test
Kage7–10 · 41%2–1 · 67%too few to test
Lau7–6 · 54%4–3 · 57%too few to test
Shun4–5 · 44%8–6 · 57%too few to test
Jeffry8–6 · 57%4–0 · 100%too few to test
Lei Fei2–9 · 18%3–3 · 50%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.

How is this tested?

Lau

Career
167–139 · 54.6%
This season
83 matches · 55.4%
Peak rank
29

First hit in 56.7% of 328 rounds. Won 60.8% of the rounds they struck first, 51.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Kosoushou46P into punchP5716.6%
crouch dash back into guardG123.5%
crouch dash forward into Souchuken2P113.2%
crouch into down-back kick1K113.2%
evade up into crouch dash back113.2%
crouch dash forward into evade down102.9%
crouch dash back into Sako Soushou4P+K92.6%
crouch dash forward into punchP92.6%
evade up into crouch dash forward92.6%
evade down into guardG82.3%
crouch dash back into Honshin Hekiken1P+K72.0%
crouch dash back into evade down72.0%
crouch dash forward into guardG72.0%
Honshin Hekiken1P+K61.8%
crouch dash forward into Chugeki6P61.8%

90 further openings account for the other 163 rounds.

Shun

Career
826–698 · 54.2%
This season
30 matches · 53.3%
Peak rank
31

First hit in 62.8% of 113 rounds. Won 54.9% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P1513.2%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K76.1%
evade up into crouch dash back65.3%
offensive move54.4%
evade down into guardG43.5%
crouch dash back into Fukuchougeki2P32.6%
crouch dash back into guardG32.6%
guardG into evade down32.6%
Gyou'in Haishu3P into punchP21.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP21.8%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP21.8%
Kousoku Kouhi17P+K+G into guardG21.8%
crouch dash back into backdash21.8%
crouch dash back into evade down21.8%
evade down into punchP21.8%

54 further openings account for the other 54 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 (28 here; about 1.4 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: 1 of 15 tests hold up
  • Lau: 0 of 13 tests hold up
  • Shun: not tested (too few rounds)