VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

sg-ws777

  • Brad
Career matches1,874
Career win rate42.3%
Round win rate28.8%
Peak rank45
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1675 #912 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

Pai451,8007871,01343.7%
Brad29745696.8%

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

178 of 236 rounds counted

8.8 inputs a second (527 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.8525169
Brad9.65749

By opponent's character

Akira9.255254
Jacky8.852641
Eileen8.752219
Jean8.852810
Lion8.752417
Lau8.349613
Brad7.94766
Sarah8.551010
Aoi8.75203
Goh8.34985

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

Akira1621412.5%-1.1
Jacky161156.2%-8.6
Lei Fei6060.0%-6.3
Eileen51420.0%+4.3
Jean4040.0%-14.3
Lion41325.0%+12.7
Lau31233.3%+28.6
Brad220100.0%+30.7
Sarah2020.0%-9.5
Wolf2020.0%-5.9
Aoi1010.0%-12.7
Goh110100.0%+37.9

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

Single Wall114736.4%+27.1
Half Fence100100.0%-12.5
Octagon7070.0%-8.7
Open7070.0%-18.9
Low Fence61516.7%+6.4
Breakable Full Fence52340.0%+7.1
Full Fence and Open51420.0%-7.7
Rectangle51420.0%+13.8
Full Fence4040.0%-7.8
Breakable Half Fence2020.0%-18.3

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
Walls339.1%12.9%-3.8
No walls2420.8%14.1%+6.8

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

HayanieMozu (Rank 22)2026/09/27110100.0%
ちび太☆らふぁ~る (Rank 42)2026/09/242020.0%
ジュリエッタ紗羅 (Rank 43)2026/06/272020.0%
ミスターDOPPO 山田勝巳 (Rank 42)2026/06/213030.0%
やつき (Rank 43)2026/06/212020.0%
CLEARCARE (Rank 41)2026/06/2121150.0%
るりじゃいき (Rank 39)2026/06/218080.0%
r7ivrmmy.mikihiro0125 (Rank 15)2026/06/21330100.0%
アドリブ使い (Rank 36)2026/06/212020.0%
け ん た ろ ⇒ (Rank 42)2026/06/2051420.0%
ooosugi1202 (Rank 26)2026/06/201010.0%
syounai (Rank 27)2026/06/202020.0%
じゃんぬ (Rank 46)2026/06/121010.0%
空き缶。 (Rank 41)2026/06/0521150.0%
灘琉豪/HSA (Rank 44)2026/05/297070.0%
jinmenusagi (Rank 44)2026/05/2631233.3%
エンたん (Rank 43)2026/05/171010.0%
アヒルさんチーム (Rank 43)2026/05/1651420.0%
カメすけ (Rank 43)2026/05/112020.0%
使われジュニア。 (Rank 43)2026/05/092020.0%
堂島様 (Rank 43)2026/05/056060.0%

Round openings

Every character

punchP into RenshouPP6527.5%
Senchutai3K into Senkyaku Chushou3KP145.9%
crouch into Honshin Soukyaku1K+G125.1%
evade down into crouch dash forward125.1%
Senkyaku Chushou3KP into Renkan Soukashou3KPP114.7%
Enbu Renkyaku6K+G93.8%
Senchuken6P into crouch dash forward93.8%
evade down into crouch dash back73.0%
Hi'en Tankyaku9K into guardG52.1%
Honshin Soukyaku1K+G52.1%
Senchuken6P52.1%
Tenshin Oushoushou46P+K into forward movement52.1%
evade down into backdash52.1%
Meishouho4P+K+G into Ensei SenpukyakuK+G41.7%
evade down into Souanshou3P+K41.7%

50 further openings account for the other 64 rounds.

Pai

Career
787–1,013 · 43.7%
This season
59 matches · 15.2%
Peak rank
45

First hit in 58.7% of 225 rounds. Won 28.0% of the rounds they struck first, 31.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into RenshouPP6528.6%
Senchutai3K into Senkyaku Chushou3KP146.2%
crouch into Honshin Soukyaku1K+G125.3%
Senkyaku Chushou3KP into Renkan Soukashou3KPP114.8%
evade down into crouch dash forward114.8%
Enbu Renkyaku6K+G94.0%
Senchuken6P into crouch dash forward94.0%
evade down into crouch dash back73.1%
Hi'en Tankyaku9K into guardG52.2%
Honshin Soukyaku1K+G52.2%
Senchuken6P52.2%
Tenshin Oushoushou46P+K into forward movement52.2%
evade down into backdash52.2%
Meishouho4P+K+G into Ensei SenpukyakuK+G41.8%
evade down into Souanshou3P+K41.8%

45 further openings account for the other 56 rounds.

Brad

Career
5–69 · 6.8%
This season
3 matches · 0.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab StraightPP444.4%
Middle Kick3K into evade down111.1%
Sawk Klab6P+K111.1%
evade down into crouch dash forward111.1%
punchP111.1%
up-forward kick+guard9K+G into guardG111.1%

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)
  • Brad: not tested (too few rounds)