VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

JayeGuevara

  • Shun
  • Lau
Career matches839
Career win rate32.3%
Round win rate27.8%
Peak rank24
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1159 #3,520 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

Pai2251514137427.4%
Shun24172848848.8%
Lau211524610630.3%

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

291 of 576 rounds counted

8.3 inputs a second (496 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.5511225
Shun7.444466

By opponent's character

Sarah8.953743
Pai8.651451
Lion6.941332
Akira8.047823
Jacky8.852913
Lau8.953422
Lei Fei7.846819
Goh9.053922
Aoi8.14877
Jeffry8.14883
Eileen8.349712
Kage7.746219
Wolf8.34976
Jean7.444411
Taka7.84688

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

Sarah3262618.8%+0.5
Pai252238.0%-5.3
Lion180180.0%-6.5
Akira140140.0%-5.1
Jacky94544.4%+6.9
Lau91811.1%+3.6
Lei Fei8080.0%-5.0
Goh73442.9%+15.5
Aoi62433.3%+11.3
Jeffry52340.0%+15.2
Eileen4040.0%-4.8
Kage42250.0%+18.3
Wolf4040.0%-4.7
Jean31233.3%+26.6
Dural2020.0%-14.2
Shun2020.0%-1.9
Taka2020.0%-54.4

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

Open242228.3%-6.8
Breakable Full Fence2031715.0%+3.8
Rectangle2031715.0%-1.8
Low Fence1741323.5%+3.3
Single Wall171165.9%-8.8
Breakable Half Fence1531220.0%+10.7
Full Fence and Open110110.0%-8.4
Octagon112918.2%+10.1
Full Fence102820.0%-8.0
Half Fence41325.0%+0.5

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
Walls8017.5%14.9%+2.6
No walls5812.1%15.9%-3.8

Walls against open: +6.4 points (95% range -4.5 to +17.4), p 0.251 — 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

Onpwnage (Rank 33)2026/09/28120120.0%
Alykat (Rank 13)2026/09/1642250.0%
AstroSniper (Rank 10)2026/09/16220100.0%
Azel (Rank 22)2026/06/184040.0%
EverlastingFGC[SCO] (Rank 26)2026/06/124040.0%
Nibbs (Rank 21)2026/06/1052340.0%
CoolerTails (Rank 36)2026/06/033030.0%
Kingheim (Rank 39)2026/06/034040.0%
Kalliros (Rank 27)2026/05/3131233.3%
SimonM7 (Rank 16)2026/05/2832166.7%
NantoSeiken (Rank 27)2026/05/286060.0%
Kamille★心意把晶 (Rank 45)2026/05/27100100.0%
speedymat (Rank 25)2026/05/27221214.5%
Lightwing (Rank 41)2026/05/272020.0%
Espiro (Rank 34)2026/05/273030.0%
{*D.S*}gizmo_kingo (Rank 38)2026/05/176060.0%
TokioMorishima (Rank 14)2026/05/1632166.7%
Juste (Rank 24)2026/05/07111109.1%
Ronin (Rank 21)2026/05/0662433.3%
_todouwu (Rank 30)2026/05/066060.0%
Taro_Pietro (Rank 32)2026/04/1931233.3%
RafaLeon (Rank 26)2026/04/176060.0%
Dr.Luckyshot (Rank 29)2026/04/113030.0%
joyKiller (Rank 27)2026/04/1031233.3%
Axili (Rank 20)2026/04/0831233.3%

Round openings

Every character

Ryoushou6P+K into crouch427.2%
Soukasui3P into Souka Senpukyaku3PK406.9%
punchP into Renshou305.2%
Souanshou3P+K into evade down183.1%
Ensei Haijinkyaku7K+G into backdash132.2%
Souanshou3P+K into backdash111.9%
Ensei Haijinkyaku7K+G into backward movement101.7%
up-forward kick+guard9K+G into crouch101.7%
punchP into RengekiPP91.6%
Honshin Soukyaku1K+G into evade down81.4%
RenshouPP into RaigekishouPPP81.4%
Ensei Haijinkyaku7K+G into evade down71.2%
Souanshou3P+K into crouch71.2%
punchP into Ensei Soushouheki4P71.2%
Honshin Soukyaku1K+G61.0%

196 further openings account for the other 354 rounds.

Pai

Career
141–374 · 27.4%
This season
129 matches · 13.9%
Peak rank
22

First hit in 50.2% of 474 rounds. Won 26.1% of the rounds they struck first, 28.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Ryoushou6P+K into crouch428.7%
Soukasui3P into Souka Senpukyaku3PK408.2%
punchP into RenshouPP296.0%
Souanshou3P+K into evade down183.7%
Ensei Haijinkyaku7K+G into backdash132.7%
Souanshou3P+K into backdash112.3%
Ensei Haijinkyaku7K+G into backward movement102.1%
up-forward kick+guard9K+G into crouch102.1%
Honshin Soukyaku1K+G into evade down81.6%
RenshouPP into RaigekishouPPP81.6%
Ensei Haijinkyaku7K+G into evade down71.4%
Souanshou3P+K into crouch71.4%
punchP into Ensei Soushouheki4P71.4%
Honshin Soukyaku1K+G61.2%
Kochoukyaku4K+G61.2%

139 further openings account for the other 263 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah3–12 · 20%1–11 · 8%too few to test
Pai1–14 · 7%0–5 · 0%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?

Shun

Career
84–88 · 48.8%
This season
18 matches · 22.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into RengekiPP913.6%
Tenshin Souchushou6P+K57.6%
Ryubikyaku8K+G46.1%
offensive move46.1%
Gyou'in Haishu3P into Gyousentai2K34.5%
Gyou'in Haishu3P into Gyoushintai3K34.5%
Toukyaku6K+G34.5%
throwP+G34.5%
Gyou'in Haishu3P into crouch23.0%
Gyou'in Haishu3P into kickK23.0%
Koushinhi4P+K+G23.0%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP23.0%
offensive move into backdash23.0%
offensive move into evade down23.0%
Chubushin8P+K+G11.5%

19 further openings account for the other 19 rounds.

Lau

Career
46–106 · 30.3%
This season
7 matches · 14.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fukko Kensou1P into Souchuken2P26.9%
Fukko Kensou1P into Tenshin EngekishouP+K26.9%
Ko'en Souken2P+K into offensive move26.9%
Shakashou3P into RenshouPP26.9%
Fukko Kensou1P into Kensou Danteki4PK13.5%
Fukko Kensou1P into punchP13.5%
Genchi Senpukyaku8K+G into Senpuga~KokeiK+G13.5%
Honshin Hekiken1P+K13.5%
Honshin Hekiken1P+K into Sako Soushou4P+K13.5%
Honshin Hekiken1P+K into Tenshin EngekishouP+K13.5%
Kensou Danteki4PK into Rouko Hazan4PKP13.5%
Ko'en Niki9K+G into Rakuho Suigeki9K+GP13.5%
Ko'en Souken2P+K into punchP13.5%
RenshouPP into Renkanshou3PPP13.5%
Sako Soushou4P+K into Senchutai3K13.5%

10 further openings account for the other 10 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 (13 here; about 0.7 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: 0 of 13 tests hold up
  • Shun: not tested (too few rounds)
  • Lau: not tested (too few rounds)