VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

tomomonyanko

  • Jeffry
Career matches1,815
Career win rate52.7%
Round win rate55.2%
Peak rank30
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1554 #1,647 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

Pai3099955844155.9%
Jeffry2781639941748.9%

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

603 of 603 rounds counted

8.1 inputs a second (485 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.9472390
Pai8.5511213

By opponent's character

Akira8.2493110
Goh7.746271
Jacky8.450555
Jeffry7.947449
Sarah8.349854
Kage7.846643
Aoi8.349838
Shun7.947635
Vanessa8.048126
Jean7.545124
Wolf8.551122
Dural8.752122
Lei Fei8.148523
Brad8.45048
Eileen8.75198
El Blaze7.24305
Lau7.74625
Pai8.85315

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

Akira2720774.1%+23.4
Goh1812666.7%+10.8
Jacky146842.9%-14.5
Jeffry139469.2%+7.1
Sarah137653.9%-13.2
Kage107370.0%+2.5
Aoi95455.6%-4.1
Shun92722.2%-40.1
Vanessa74357.1%-10.2
Jean64266.7%-4.1
Wolf62433.3%-34.7
Dural53260.0%+7.3
Lei Fei54180.0%+7.9
Brad220100.0%+12.6
Eileen220100.0%+38.6
El Blaze1010.0%-68.9
Lau110100.0%+58.0
Pai110100.0%+47.1

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 Fence2316769.6%+5.9
Low Fence23121152.2%-12.0
Rectangle22101245.5%-27.1
Octagon1610662.5%+10.9
Open139469.2%+13.1
Breakable Half Fence128466.7%+10.7
Single Wall128466.7%+8.4
Breakable Full Fence87187.5%+30.9
Half Fence76185.7%+23.5
Full Fence and Open330100.0%+28.4

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
Walls8864.8%61.7%+3.1
No walls4860.4%60.1%+0.3

Walls against open: +2.8 points (95% range -16.1 to +21.7), p 0.773 — 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

ATSHSHI (Rank 32)2026/09/2895455.6%
방가방가 (Rank 30)2026/09/2831233.3%
가즈아!!! (Rank 27)2026/09/2732166.7%
okb@j>おーけーびー (Rank 29)2026/09/2732166.7%
mitorakujo (Rank 29)2026/09/2462433.3%
獣王(設定2) (Rank 32)2026/09/232020.0%
りてりん (Rank 27)2026/07/2052340.0%
らうらう (Rank 30)2026/07/2042250.0%
ひざくん☆中能登VF部 (Rank 29)2026/07/1332166.7%
fazz00r (Rank 27)2026/07/03220100.0%
紫荆一头牛 (Rank 24)2026/06/3031233.3%
MIES/ミース (Rank 25)2026/06/302020.0%
サーちゃん (Rank 22)2026/06/2932166.7%
Sinabro (Rank 27)2026/06/2843175.0%
kobaman (Rank 26)2026/06/21550100.0%
ガリバー (Rank 30)2026/06/182020.0%
Penoco (Rank 25)2026/06/1832166.7%
meine (Rank 26)2026/06/1832166.7%
寝起きにビール (Rank 27)2026/06/1531233.3%
Shako_P (Rank 23)2026/06/1532166.7%
shinkita (Rank 21)2026/06/15220100.0%
アベル (Rank 27)2026/06/1332166.7%
markfive (Rank 22)2026/06/08220100.0%
ぽん (Rank 25)2026/06/0831233.3%
すずもも (Rank 22)2026/05/2531233.3%

Round openings

Every character

crouch into Ducking Low2K+G284.6%
guardG into evade down244.0%
guardG into throw escape233.8%
Double KnucklePP into Double Knuckle~UpperPPP223.6%
backdash into Megaton Knuckle43P+K203.3%
evade down into throw escape203.3%
evade down into forward dash172.8%
backward movement into evade down152.5%
Ensei Haijinkyaku7K+G132.2%
guardG into punchP132.2%
backdash into Tsunami Beat3K+G122.0%
crouch into down-back kick1K122.0%
punchP into Double KnucklePP122.0%
crouch into Senchutai3K111.8%
backdash into Kenka Hook46P91.5%

174 further openings account for the other 352 rounds.

Jeffry

Career
399–417 · 48.9%
This season
95 matches · 65.3%
Peak rank
27

First hit in 57.2% of 388 rounds. Won 60.4% of the rounds they struck first, 54.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Ducking Low2K+G287.2%
Double KnucklePP into Double Knuckle~UpperPPP225.6%
backdash into Megaton Knuckle43P+K205.1%
guardG into throw escape164.1%
guardG into evade down143.6%
evade down into throw escape133.3%
backdash into Tsunami Beat3K+G123.1%
evade down into forward dash123.1%
punchP into Double KnucklePP123.1%
backward movement into evade down112.8%
guardG into punchP102.6%
backdash into Kenka Hook46P92.3%
throw escape71.8%
backdash into Toe Kick2K61.5%
crouch into Tsunami Beat3K+G61.5%

104 further openings account for the other 192 rounds.

Pai

Career
558–441 · 55.9%
This season
54 matches · 53.7%
Peak rank
30

First hit in 48.8% of 213 rounds. Won 48.1% of the rounds they struck first, 52.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G136.1%
crouch into down-back kick1K125.6%
crouch into Senchutai3K115.2%
guardG into evade down104.7%
Meishouho4P+K+G83.8%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK73.3%
evade down into throw escape73.3%
guardG into throw escape73.3%
backdash into Tenshin Oushoushou46P+K62.8%
Kochoukyaku4K+G into Ensei Haijinkyaku7K+G52.4%
crouch into Honshin Soukyaku1K+G52.4%
evade down into forward dash52.4%
backdash into Souka Rensui3PP41.9%
backdash into backward movement41.9%
backward movement into evade down41.9%

73 further openings account for the other 105 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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: 0 of 12 tests hold up
  • Pai: not tested (too few rounds)