VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Pai

001

  • Akira
Career matches10,787
Career win rate46.9%
Round win rate48.3%
Peak rank25
Distinct opponents155
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1349 #2,924 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

Pai253,7931,7572,03646.3%
Akira253,3971,6121,78547.5%
Jeffry—2,1181,0331,08548.8%
Jacky—1,47965782244.4%

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

874 of 1,308 rounds counted

7.0 inputs a second (423 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.4444599
Pai6.3379275

By opponent's character

Aoi7.3438112
Jacky7.042085
Brad6.941494
Pai7.243366
Sarah6.840654
Akira6.840765
Shun7.444449
Wolf7.243173
Goh6.740371
Lion6.941442
Jeffry7.042215
Jean6.840833
Eileen7.243427
Lau7.142529
Kage7.746018
Taka7.545127
Vanessa6.639514

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

Aoi40202050.0%+5.7
Jacky29131644.8%+4.2
Brad26141253.9%+12.7
Pai26121446.1%+3.1
Sarah2617965.4%+17.7
Akira25151060.0%+7.6
Shun25101540.0%-6.6
Wolf2552020.0%-21.2
Goh1961331.6%-10.8
Lion167943.8%-4.0
Jeffry157846.7%-5.6
Jean125741.7%-3.5
Eileen108280.0%+27.8
Lau101910.0%-36.8
Kage85362.5%+2.5
Taka64266.7%+2.1
Vanessa62433.3%-20.7
El Blaze2020.0%-48.0

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

Rectangle48222645.8%+2.3
Low Fence42182442.9%-0.5
Octagon40192147.5%-6.0
Full Fence36201655.6%+10.2
Breakable Half Fence32161650.0%-0.9
Breakable Full Fence29151451.7%+4.1
Single Wall29111837.9%+1.0
Half Fence2391439.1%-4.4
Open2371630.4%-17.2
Full Fence and Open83537.5%+0.6

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20848.6%47.6%+0.9
No walls9438.3%42.1%-3.8

Walls against open: +4.8 points (95% range -6.8 to +16.4), p 0.417 — 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

smogh (Rank 21)2026/10/12550100.0%
osAnKIRA (Rank 22)2026/10/1232166.7%
Y-F8 (Rank 24)2026/10/1132166.7%
TAIDADA (Rank 27)2026/10/101991047.4%
chururira0302 (Rank 21)2026/10/09440100.0%
ちぇびーまるやま (Rank 21)2026/10/07440100.0%
げきたな (Rank 26)2026/10/0773442.9%
かっつん(52) (Rank 21)2026/10/06330100.0%
G.S (Rank 21)2026/10/0364266.7%
K.K.カブキモノ (Rank 22)2026/09/3052340.0%
IYO-no-okazu (Rank 23)2026/09/2932166.7%
Varsity0326 (Rank 27)2026/09/294040.0%
motor_colt61 (Rank 26)2026/09/2951420.0%
tubaki_ok (Rank 28)2026/09/2831233.3%
AiokometeZ (Rank 22)2026/09/2832166.7%
ガンジャッキー(bunbun) (Rank 26)2026/09/2532166.7%
ANO-RAY (Rank 22)2026/09/2432166.7%
makoto.qo.op (Rank 23)2026/09/2443175.0%
pokkurl_7 (Rank 27)2026/09/2452340.0%
なっちゃんねる (Rank 25)2026/09/2432166.7%
TAPIOKA (Rank 24)2026/09/2442250.0%
luffy_888000 (Rank 27)2026/04/0231233.3%
meine (Rank 24)2026/03/2663350.0%
spykin_ (Rank 27)2026/03/264040.0%
alleni3xvf5ws (Rank 26)2026/03/265050.0%

Round openings

Every character

forward movement into punchP868.7%
Rimon Chouchu66P596.0%
forward movement into RenshouPP434.4%
Souka Housui3P+K424.3%
Soukasui3P into Souka Rensui3PP323.2%
Senchuken6P272.7%
Honshin Soukyaku1K+G262.6%
crouch dash forward into evade down232.3%
Souka Rensui3PP into Souka Raigekishou3PPP222.2%
backdash into Tenshin Oushoushou46P+K222.2%
Yakuho Chouchu666P202.0%
Senchutai3K into Senkyaku Chushou3KP181.8%
Ryoushou6P+K into Renkan Maho Chuken6P+KP171.7%
punchP into RenshouPP171.7%
backdash into Chouzan Housui46P+K151.5%

219 further openings account for the other 518 rounds.

Counted from 246 of the 326 matches played. The rest were not pulled for openings.

Pai

Career
1,757–2,036 · 46.3%
This season
148 matches · 46.0%
Peak rank
25

First hit in 55.1% of 601 rounds. Won 51.1% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 68.2% of rounds, against 49.4% in their other rounds.
  • Against Shun: evades first in 17.4% of rounds, against 2.7% against everyone else.

How is this tested?

forward movement into punchP6811.3%
forward movement into RenshouPP437.2%
Soukasui3P into Souka Rensui3PP325.3%
Senchuken6P274.5%
Honshin Soukyaku1K+G264.3%
Souka Rensui3PP into Souka Raigekishou3PPP223.7%
backdash into Tenshin Oushoushou46P+K223.7%
Senchutai3K into Senkyaku Chushou3KP183.0%
Ryoushou6P+K into Renkan Maho Chuken6P+KP172.8%
punchP into RenshouPP172.8%
down-back kick1K into kickK142.3%
backdash into Honrakukyaku46K+G122.0%
Ensei Haijinkyaku7K+G111.8%
Soukasui3P into Souka Senpukyaku3PK111.8%
down-back kick1K101.7%

134 further openings account for the other 251 rounds.

Akira

Career
1,612–1,785 · 47.5%
This season
178 matches · 46.6%
Peak rank
25

First hit in 49.1% of 383 rounds. Won 48.9% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 57.1% of rounds, against 42.0% in their other rounds.
  • In round 1: opens with “666P Yakuho Chouchu” in 10.2% of rounds, against 3.5% in their other rounds.

How is this tested?

Rimon Chouchu66P5915.3%
Souka Housui3P+K4210.9%
Yakuho Chouchu666P205.2%
forward movement into punchP184.7%
crouch dash forward into evade down174.4%
backdash into Chouzan Housui46P+K153.9%
Senzankou66P+K into throwP+G112.9%
crouch dash forward into guardG92.3%
evade up into crouch dash forward82.1%
forward dash into Jouho Touken6P82.1%
forward dash into Rimon Chouchu66P71.8%
Jouho Touken6P61.6%
crouch dash forward into throwP+G61.6%
forward dash into crouch dash forward61.6%
crouch dash forward into Souka Housui3P+K51.3%

90 further openings account for the other 149 rounds.

Counted from 98 of the 178 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 (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

  • Pai: 2 of 15 tests hold up
  • Akira: 2 of 15 tests hold up