VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

くろさき

  • Kage
  • Akira
  • Aoi
Career matches1,451
Career win rate40.3%
Round win rate40.5%
Peak rank24
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1181 #3,476 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

Pai2483233949340.8%
Kage2357523334240.5%
Akira1642123028.6%
Aoi621150.0%

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

552 of 679 rounds counted

6.6 inputs a second (398 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.2430286
Kage6.0357248
Akira7.041718

By opponent's character

Aoi7.0421101
Akira6.840891
Lau6.136568
Kage6.539065
Jacky6.740041
Jean6.840739
Pai6.538820
Jeffry6.639316
Lion7.645620
Dural8.04824
Lei Fei6.539118
Wolf6.639413
Brad6.438512
Goh6.74018
Sarah6.840714
Shun5.734313
El Blaze5.53279

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

Aoi30121840.0%+1.2
Akira2381534.8%+4.0
Lau2361726.1%-15.7
Kage2061430.0%+11.7
Jacky1861233.3%-12.4
Jean102820.0%-13.3
Pai82625.0%-7.1
Jeffry61516.7%-15.7
Lion64266.7%+31.4
Dural5050.0%-37.9
Lei Fei53260.0%+39.4
Wolf4040.0%-29.5
Brad31233.3%-1.7
Goh32166.7%+7.7
Sarah330100.0%+72.1
Shun32166.7%+48.7
El Blaze21150.0%+9.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Octagon2371630.4%+4.9
Breakable Half Fence2291340.9%+4.3
Half Fence2271531.8%-4.0
Low Fence1951426.3%+0.3
Rectangle1831516.7%-22.2
Single Wall156940.0%-1.4
Breakable Full Fence126650.0%+8.1
Full Fence113827.3%-5.5
Full Fence and Open105550.0%+11.0
Open105550.0%+19.9

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
Walls10832.4%34.4%-2.0
No walls4436.4%32.4%+4.0

Walls against open: -6.0 points (95% range -24.5 to +12.6), p 0.527 — 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

dalmax72 (Rank 24)2026/09/1564266.7%
GWO (Rank 24)2026/09/1253260.0%
スタンプジャンパー (Rank 21)2026/09/0552340.0%
Mon3tr (Rank 21)2026/08/3121150.0%
shinkita (Rank 23)2026/08/2661516.7%
도룡밖에난몰라/RSA (Rank 22)2026/08/2574357.1%
天道酬勤 (Rank 21)2026/08/2464266.7%
委員ちょ (Rank 21)2026/08/2453260.0%
old_wheelwind_barbarian (Rank 19)2026/08/18111109.1%
Penoco (Rank 24)2026/08/1721150.0%
SouzaTheo (Rank 24)2026/06/202020.0%
kobaman (Rank 24)2026/06/202020.0%
2month (Rank 24)2026/06/203030.0%
*NIL-NEON* (Rank 21)2026/06/20330100.0%
nekota (Rank 22)2026/06/196060.0%
Agito (Rank 26)2026/06/1332166.7%
cs2skoda (Rank 21)2026/06/0643175.0%
我的名字叫顺溜 (Rank 22)2026/06/0262433.3%
ttfour@サラしかできないw (Rank 22)2026/05/30220100.0%
格雷希欧 (Rank 24)2026/05/3083537.5%
ぽん (Rank 24)2026/05/2831233.3%
CHASER (Rank 18)2026/05/2641325.0%
Shako_P (Rank 23)2026/05/2531233.3%
HB-101 (Rank 24)2026/05/195050.0%
Ochan (Rank 11)2026/04/085050.0%

Round openings

Every character

crouch into Renka Sentai2KK669.7%
Rasen4P into Rasen Urageri4PK334.8%
crouch into Senchutai3K324.7%
crouch dash back into Urasuisha3K+G294.2%
crouch into Tsumujigeri2K+G294.2%
punchP into RenkentaiPK243.5%
punchP into kickK243.5%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK233.4%
Sensaitai2K into Renka Sentai2KK131.9%
Urasuisha3K+G121.8%
Nakageri3K into Rasen Fujin3KP111.6%
Senchutai3K into Senkyaku Chushou3KP111.6%
Fusenjin3P into Shippuzan3PP101.5%
Rairyu Hishoukyaku66P+K+G101.5%
evade up into Souanshou3P+K101.5%

167 further openings account for the other 345 rounds.

Pai

Career
339–493 · 40.8%
This season
96 matches · 37.5%
Peak rank
24

First hit in 58.0% of 374 rounds. Won 45.2% of the rounds they struck first, 38.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Renka Sentai2KK6617.4%
crouch into Senchutai3K328.4%
punchP into RenkentaiPK246.3%
punchP into kickK246.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK236.1%
Sensaitai2K into Renka Sentai2KK133.4%
Senchutai3K into Senkyaku Chushou3KP112.9%
evade up into Souanshou3P+K102.6%
Senkyaku Chushou3KP into Renkan Soukashou3KPP82.1%
crouch dash back into Senkyaku Chushou3KP82.1%
down-back punch+kick1P+K61.6%
punchP into RenshouPP61.6%
Ensei Haijinkyaku7K+G51.3%
Honshin Soukyaku1K+G51.3%
crouch dash back into evade down51.3%

84 further openings account for the other 133 rounds.

Kage

Career
233–342 · 40.5%
This season
67 matches · 31.3%
Peak rank
23

First hit in 58.0% of 269 rounds. Won 39.1% of the rounds they struck first, 38.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P into Rasen Urageri4PK3312.3%
crouch dash back into Urasuisha3K+G2910.8%
crouch into Tsumujigeri2K+G2910.8%
Urasuisha3K+G124.5%
Nakageri3K into Rasen Fujin3KP114.1%
Fusenjin3P into Shippuzan3PP103.7%
Rairyu Hishoukyaku66P+K+G103.7%
crouch dash back into Ryubisen44K+G93.4%
crouch dash back into Tsumujigeri2K+G72.6%
Hagaryu66K+G51.9%
ResshouPP into SandangekiPPP51.9%
guardG51.9%
Hagakure-ryu You Jumonji KamaeP+K+G41.5%
Rasen4P41.5%
Ryu'eikyaku66K41.5%

62 further openings account for the other 92 rounds.

Akira

Career
12–30 · 28.6%
This season
7 matches · 14.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into crouch828.6%
crouch into Youzentai2K414.3%
forward dash into Jouho Touken6P414.3%
Souka Housui3P+K27.1%
crouch into Sokutai3K27.1%
crouch dash back into Jouho Senshou46P13.6%
crouch dash forward into Souka Housui3P+K13.6%
evade up13.6%
evade up into Koboku214P13.6%
evade up into forward dash13.6%
forward dash into Rimon Chouchu66P13.6%
forward movement into punchP13.6%
guardG into back punch+kick4P+K13.6%

Aoi

Career
1–1 · 50.0%
This season
2 matches · 50.0%
Peak rank
6

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Maegeri3K233.3%
evade up into Maegeri3K116.7%
evade up into Sou'unha66K116.7%
evade up into forward dash116.7%
punchP into ShougerigasanePK116.7%

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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Pai: 0 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Aoi: not tested (too few rounds)