VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

SousedLouse

  • Taka
Career matches610
Career win rate61.3%
Round win rate51.0%
Peak rank28
Distinct opponents8
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1561 Not ranked yet: the list needs 50 matches. See 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

Pai2845927518459.9%
Taka25151995265.6%

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

96 of 96 rounds counted

6.9 inputs a second (412 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.538852
Taka7.444544

By opponent's character

Goh7.544937
Akira6.539020
Jeffry7.041812
Kage6.237311
Jacky6.53928
Pai6.94154
Shun5.93564

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

Goh116554.5%+7.9
Akira62433.3%-34.5
Jeffry32166.7%+1.0
Kage31233.3%-5.9
Jacky220100.0%+35.6
Pai110100.0%+6.5
Shun110100.0%+52.8

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

Open83537.5%-14.4
Low Fence43175.0%+2.6
Full Fence and Open31233.3%-5.9
Octagon32166.7%+0.3
Single Wall31233.3%-6.2
Breakable Full Fence220100.0%+34.0
Half Fence21150.0%-13.3
Rectangle220100.0%+35.6

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
Walls977.8%66.1%+11.7
No walls1546.7%52.6%-5.9

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

Kingbison (Rank 28)62433.3%
NyquilJordan (Rank 30)62433.3%
Haikiba (Rank 24)54180.0%
Kitetsu (Rank 27)32166.7%
VectorMan- (Rank 35)31233.3%
HangryMunch (Rank 26)220100.0%
FadeToBlack901 (Rank 7)110100.0%
leefung._ (Rank 30)110100.0%

Most played opponents, most recent first

VectorMan- (Rank 35)2026/10/1631233.3%
NyquilJordan (Rank 30)2026/06/2162433.3%
FadeToBlack901 (Rank 7)2026/06/21110100.0%
Kingbison (Rank 28)2026/06/2162433.3%
Kitetsu (Rank 27)2026/06/2132166.7%
leefung._ (Rank 30)2026/06/20110100.0%
HangryMunch (Rank 26)2026/06/20220100.0%
Haikiba (Rank 24)2026/06/2054180.0%

Round openings

Every character

Agyou4P+K+G66.6%
back punch+kick4P+K44.4%
punchP into Ensei Soushouheki4P44.4%
Meishouho4P+K+G33.3%
punchP33.3%
punchP into Tachi'aiP+K+G33.3%
punchP into kickK33.3%
Ensei Haijinkyaku7K+G22.2%
Ensei Haijinkyaku7K+G into guardG22.2%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP22.2%
Marutahiza6K into Maruta Tsuppari6KP22.2%
Tachi'aiP+K+G into NekodamashiP+K+G22.2%
backdash into Shita Harite2P22.2%
crouch into Shita Harite2P22.2%
evade up into guardG22.2%

47 further openings account for the other 49 rounds.

Counted from 24 of the 27 matches played. The rest were not pulled for openings.

Taka

Career
99–52 · 65.6%
This season
13 matches · 61.5%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Agyou4P+K+G612.0%
punchP into Tachi'aiP+K+G36.0%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP24.0%
Marutahiza6K into Maruta Tsuppari6KP24.0%
Tachi'aiP+K+G into NekodamashiP+K+G24.0%
backdash into Shita Harite2P24.0%
crouch into Shita Harite2P24.0%
punchP24.0%
punchP into Hiji'ate6P24.0%
Agyou4P+K+G into punchP12.0%
Hiji'ate6P into forward movement12.0%
Kachi'age33P+K12.0%
KaminaridaikoK+G12.0%
Mageryu46P12.0%
Onigoroshi3P12.0%

21 further openings account for the other 21 rounds.

Pai

Career
275–184 · 59.9%
This season
14 matches · 50.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

back punch+kick4P+K49.8%
punchP into Ensei Soushouheki4P49.8%
Meishouho4P+K+G37.3%
Ensei Haijinkyaku7K+G24.9%
Ensei Haijinkyaku7K+G into guardG24.9%
punchP into backdash24.9%
punchP into kickK24.9%
Chouho Soukasui66P+K12.4%
Haitenkyaku7K12.4%
Meishouho4P+K+G into Ensei KatanhekiP+K12.4%
Meishouho4P+K+G into punchP12.4%
Souka Rensui3PP into Souka Raigekishou3PPP12.4%
backward movement into Shashinkou466P+K12.4%
backward movement into punchP12.4%
evade down into Souanshou3P+K12.4%

14 further openings account for the other 14 rounds.

Counted from 11 of the 14 matches played. The rest were not pulled for openings.

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

  • Taka: not tested (too few rounds)
  • Pai: not tested (too few rounds)