VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

wildduck-japan

  • Aoi
Career matches3,699
Career win rate50.0%
Round win rate51.1%
Peak rank34
Distinct opponents203
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1555 #1,645 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

Pai342,8531,4821,37152.0%
Aoi2684636847843.5%

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

1,760 of 1,760 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.33791,102
Aoi6.3378658

By opponent's character

Akira6.5390282
Pai6.3379163
Jeffry6.2374135
Wolf6.2372120
Goh6.1364115
Shun6.5391103
Jacky6.539298
Kage6.337683
Lau6.539277
Lion6.539183
El Blaze6.136569
Aoi6.237362
Brad6.538970
Jean6.136666
Sarah6.237365
Lei Fei6.136751
Vanessa5.935449
Taka6.136852
Eileen6.035817

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

Akira68412760.3%+5.6
Pai37211656.8%+13.4
Jeffry33181554.5%+0.1
Wolf29121741.4%-11.0
Goh27121544.4%-6.7
Shun26141253.9%+2.2
Jacky2213959.1%+1.4
Kage2091145.0%-7.5
Lau2011955.0%+2.4
Lion1971236.8%-11.1
El Blaze1871138.9%-8.3
Aoi1610662.5%+15.8
Brad1651131.2%-15.3
Jean169756.2%+9.9
Sarah158753.3%-1.3
Lei Fei146842.9%-9.0
Vanessa137653.9%-0.8
Taka127558.3%+3.0
Eileen42250.0%+0.4

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Breakable Full Fence58283048.3%-4.3
Single Wall51262551.0%+0.3
Full Fence48202841.7%-13.0
Rectangle47262155.3%+6.2
Octagon44271761.4%+7.6
Low Fence38211755.3%+1.9
Open36201655.6%+2.3
Half Fence32171553.1%+3.9
Breakable Half Fence31181358.1%+8.4
Full Fence and Open2281436.4%-12.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26052.3%51.7%+0.6
No walls12553.6%52.4%+1.2

Walls against open: -0.7 points (95% range -12.3 to +10.9), p 0.908 — 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

カミナリおやじ (Rank 32)2026/10/1653260.0%
SAZABI (Rank 36)2026/10/1652340.0%
handon-san- (Rank 32)2026/10/16105550.0%
Chomelungma-GTR (Rank 30)2026/10/1672528.6%
temp002 (Rank 30)2026/10/1442250.0%
マクシミリアン15世 (Rank 30)2026/10/14135838.5%
イチゲン (Rank 30)2026/10/1476185.7%
ken-inu-12 (Rank 37)2026/10/1341325.0%
オオカミ (Rank 30)2026/10/1242250.0%
雷電 (Rank 29)2026/10/1142250.0%
migu_garden (Rank 35)2026/10/1142250.0%
新日暮里 (Rank 36)2026/10/0963350.0%
tawava (Rank 31)2026/10/0974357.1%
bh_iflg (Rank 32)2026/10/0942250.0%
獣王(設定2) (Rank 32)2026/09/2353260.0%
オムレツハンター© (Rank 33)2026/09/2364266.7%
orz (Rank 31)2026/09/1543175.0%
r-i-a-r-a (Rank 31)2026/09/1542250.0%
くまきの (Rank 27)2026/09/1053260.0%
ryu0613配信中 (Rank 28)2026/09/104040.0%
BBJ10-Espada (Rank 22)2026/09/10440100.0%
hami077 (Rank 28)2026/09/09550100.0%
suconyanzu (Rank 28)2026/09/0874357.1%
ぷりんタルト・ω・ (Rank 26)2026/09/06550100.0%
kazupon_myst/かずぽん (Rank 32)2026/09/0541325.0%

Round openings

Every character

backdash into evade down16314.6%
backdash into Soushouda46P+K827.3%
backdash into Tenshin Oushoushou46P+K554.9%
guardG into evade down554.9%
Soukasui3P into Souka Rensui3PP413.7%
evade down into guardG393.5%
punchP into NirentotsuPP383.4%
backdash into Tsukiashibarai1P363.2%
backdash into Ogamigeri4K+G292.6%
Tenchi In'youP+K+G272.4%
Ensei Haijinkyaku7K+G252.2%
evade down into Tsukiashibarai1P252.2%
evade down222.0%
backdash into throwP+G211.9%
NirentotsuPP into Nirentotsu OuchuPPP191.7%

134 further openings account for the other 442 rounds.

Counted from 270 of the 425 matches played. The rest were not pulled for openings.

Aoi

Career
368–478 · 43.5%
This season
157 matches · 51.0%
Peak rank
26

First hit in 52.4% of 614 rounds. Won 49.4% of the rounds they struck first, 51.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 8.8% of rounds, against 3.4% in their other rounds.
  • Against Pai: waits first in 32.8% of rounds, against 9.8% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 36.7% of rounds, against 12.8% after anything else.

How is this tested?

backdash into evade down8313.4%
backdash into Soushouda46P+K8213.3%
guardG into evade down426.8%
punchP into NirentotsuPP386.2%
backdash into Tsukiashibarai1P365.8%
evade down into guardG335.3%
backdash into Ogamigeri4K+G294.7%
Tenchi In'youP+K+G274.4%
evade down into Tsukiashibarai1P254.0%
NirentotsuPP into Nirentotsu OuchuPPP193.1%
evade down193.1%
Tsukiashibarai1P111.8%
Ogamigeri4K+G101.6%
guardG into Tsukiashibarai1P101.6%
forward dash into Oushu Hiji'ate6P+KP91.5%

64 further openings account for the other 144 rounds.

Counted from 147 of the 157 matches played. The rest were not pulled for openings.

Pai

Career
1,482–1,371 · 52.0%
This season
268 matches · 51.9%
Peak rank
34

First hit in 51.9% of 501 rounds. Won 55.0% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 65.0% of rounds, against 40.4% in their other rounds.
  • Against Shun: evades first in 31.0% of rounds, against 2.6% against everyone else.
  • In round 1: opens with “backdash into 46P+K Tenshin Oushoushou” in 31.7% of rounds, against 4.2% in their other rounds.
  • Against Akira: opens with “backdash into evade down” in 36.2% of rounds, against 12.1% against everyone else.

How is this tested?

backdash into evade down8015.9%
backdash into Tenshin Oushoushou46P+K5511.0%
Soukasui3P into Souka Rensui3PP418.2%
Ensei Haijinkyaku7K+G255.0%
forward movement into RenshouPP183.6%
backdash into throwP+G163.2%
punchP into RenshouPP163.2%
Souanshou3P+K142.8%
backdash into Rikensui1P142.8%
forward dash into Honshin Soukyaku1K+G132.6%
guardG into evade down132.6%
Ensei Haijinkyaku7K+G into guardG122.4%
backdash into Honrakukyaku46K+G102.0%
Meishouho4P+K+G91.8%
Ensei Haijinkyaku7K+G into evade up81.6%

67 further openings account for the other 158 rounds.

Counted from 123 of the 268 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira11–5 · 69%3–2 · 60%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.

145 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

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 (30 here; about 1.5 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

  • Aoi: 3 of 15 tests hold up
  • Pai: 4 of 15 tests hold up