VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

gH0s7

  • Aoi
Career matches2,006
Career win rate22.4%
Round win rate31.8%
Peak rank22
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1254 #3,283 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

Pai221,01222778522.4%
Aoi2199422377122.4%

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

264 of 264 rounds counted

5.2 inputs a second (313 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.5327194
Aoi4.627870

By opponent's character

Sarah5.231338
Aoi5.231035
Lion5.432535
Pai5.130730
Vanessa5.332125
Taka5.030024
El Blaze5.633617
Jean4.929618
Jeffry4.627414
Eileen6.03587
Shun5.935510
Wolf5.33177
Kage4.92934

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

Sarah115645.5%+38.0
Aoi91811.1%+3.9
Lion9090.0%-17.5
Pai8080.0%-6.2
Vanessa7070.0%-28.0
Taka6060.0%-16.6
El Blaze440100.0%+50.5
Jean4040.0%-6.2
Jeffry31233.3%+9.9
Eileen2020.0%-7.0
Shun2020.0%-36.9
Wolf2020.0%-20.7
Kage1010.0%-4.3

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

Low Fence120120.0%-15.1
Open113827.3%+14.4
Single Wall9090.0%-32.3
Full Fence82625.0%+12.4
Half Fence62433.3%+7.3
Breakable Full Fence51420.0%+11.2
Octagon4040.0%-11.2
Rectangle4040.0%-5.1
Breakable Half Fence3030.0%-7.4
Full Fence and Open1010.0%-9.8

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
Walls3016.7%13.4%+3.2
No walls329.4%17.7%-8.4

Walls against open: +11.6 points (95% range -9.0 to +32.2), p 0.270 — 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

bugprincess(bpdmaxxing) (Rank 26)2026/06/072020.0%
ale_dredd (Rank 2)2026/06/042020.0%
babapotato (Rank 11)2026/06/04440100.0%
Sevensided253 (Rank 26)2026/06/0471614.3%
CoffeeCrusher (Rank 21)2026/06/04440100.0%
JAWattack (Rank 27)2026/06/044040.0%
pg67_ab (Rank 26)2026/06/042020.0%
Denkai (Rank 43)2026/06/041010.0%
RapidKill (Rank 31)2026/06/044040.0%
STOPMOTION (Rank 24)2026/06/0431233.3%
Dice (Rank 24)2026/06/045050.0%
lflstrucking (Rank 26)2026/06/046060.0%
BLACKALERT!!! (Rank 42)2026/06/041010.0%
Crashing_Blow2003 (Rank 31)2026/06/041010.0%
Dragonblooded86 (Rank 23)2026/06/046060.0%
YetAnotherAstrid (Rank 6)2026/06/041010.0%
BearPrincess420 (Rank 23)2026/06/042020.0%
YURAYURATEISHOKU (Rank 41)2026/06/044040.0%
AtariMode07 (Rank 22)2026/06/042020.0%
Virtual_Balboa (Rank 21)2026/06/0431233.3%
ChiefProphet (Rank 19)2026/06/044040.0%

Round openings

Every character

backdash3914.8%
Tenchi In'youP+K+G155.7%
backdash into Ensei Haikyaku4K134.9%
punchP into RenshouPP124.5%
backdash into backward movement103.8%
up-forward kick+guard9K+G103.8%
RaigekishouPPP into Renkan TenshinkyakuPPPK83.0%
RenshouPP into RaigekishouPPP83.0%
Tsumujikaze64P72.6%
Hansenpu44K into Touku Kouhaikyaku44KK62.3%
Ryoushou6P+K into Renkan Maho Chuken6P+KP51.9%
Souka Rensui3PP into Souka Raigekishou3PPP51.9%
backdash into evade up51.9%
backdash into punchP51.9%
crouch into Souka Raigekishou3PPP51.9%

64 further openings account for the other 111 rounds.

Pai

Career
227–785 · 22.4%
This season
49 matches · 20.4%
Peak rank
22

First hit in 46.4% of 194 rounds. Won 38.9% of the rounds they struck first, 32.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash2311.9%
backdash into Ensei Haikyaku4K136.7%
punchP into RenshouPP126.2%
up-forward kick+guard9K+G105.2%
backdash into backward movement94.6%
RaigekishouPPP into Renkan TenshinkyakuPPPK84.1%
RenshouPP into RaigekishouPPP84.1%
Hansenpu44K into Touku Kouhaikyaku44KK63.1%
Ryoushou6P+K into Renkan Maho Chuken6P+KP52.6%
Souka Rensui3PP into Souka Raigekishou3PPP52.6%
backdash into evade up52.6%
backdash into punchP52.6%
crouch into Souka Raigekishou3PPP52.6%
Enbikyaku3K+G42.1%
Enbu Renkyaku6K+G42.1%

43 further openings account for the other 72 rounds.

Aoi

Career
223–771 · 22.4%
This season
19 matches · 5.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash1622.9%
Tenchi In'youP+K+G1521.4%
Tsumujikaze64P710.0%
Nami'okoshi3K+G45.7%
punchP into NirentotsuPP34.3%
NirentotsuPP into Nirentotsu OuchuPPP22.9%
backdash into Tenchi In'youP+K+G22.9%
evade up22.9%
Ouda6P+K into Oushu Hiji'ate6P+KP11.4%
Ougimai4P11.4%
Ryoushi43P11.4%
Sou'unha66K11.4%
Tsukiashibarai1P11.4%
Uzumaki Shutou44P11.4%
backdash into ShigureK+G11.4%

12 further openings account for the other 12 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 (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)
  • Aoi: not tested (too few rounds)