VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

台中小陳佩

  • Jacky
  • Kage
Career matches4,798
Career win rate52.6%
Round win rate55.0%
Peak rank33
Distinct opponents38
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1600 #1,349 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

Pai333,3291,7291,60051.9%
Jacky301,46379566854.3%
Kage2662433.3%

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

277 of 327 rounds counted

8.9 inputs a second (536 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.2552182
Pai8.752181
Kage7.343814

By opponent's character

Shun8.752245
Jacky8.550734
Akira9.657418
Goh9.456526
Kage8.45049
Wolf9.657929
Brad8.551218
Jeffry9.355723
Lau9.053918
Lion8.048213
Lei Fei9.456211
Pai8.550814
Sarah8.752412
Dural9.15477

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

Shun118372.7%+15.0
Jacky84450.0%-0.4
Akira73442.9%-14.9
Goh75271.4%+22.4
Kage74357.1%+10.9
Wolf75271.4%+20.5
Brad52340.0%-21.1
Jeffry51420.0%-24.7
Lau51420.0%-34.8
Lion52340.0%-7.6
Lei Fei330100.0%+52.7
Pai3030.0%-59.3
Sarah32166.7%+5.5
Dural220100.0%+35.2
Jean1010.0%-39.8

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

Single Wall178947.1%-2.9
Full Fence147750.0%-1.0
Rectangle107370.0%+15.5
Breakable Full Fence76185.7%+30.8
Half Fence63350.0%-0.4
Open61516.7%-44.1
Breakable Half Fence550100.0%+46.2
Octagon32166.7%+0.4
Low Fence21150.0%-10.3

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
Walls4566.7%54.8%+11.9
No walls2540.0%52.1%-12.1

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

Most played opponents, most recent first

TECHNIgotty (Rank 30)2026/09/272020.0%
inakastar (Rank 30)2026/09/142020.0%
ギンブチ影 (Rank 30)2026/09/062020.0%
montanmo (Rank 37)2026/08/241010.0%
Re:Biz (Rank 34)2026/08/242020.0%
BANANA (Rank 30)2026/08/24220100.0%
okb@j>おーけーびー (Rank 29)2026/08/0232166.7%
chileung18 (Rank 33)2026/07/25106460.0%
TaKaArAsHi573 (Rank 27)2026/06/30220100.0%
windowkhs (Rank 28)2026/06/30220100.0%
なめ (Rank 33)2026/06/2931233.3%
Akama-HALO (Rank 27)2026/06/1521150.0%
カマキリ拳法なぎくん (Rank 31)2026/06/112020.0%
bruceshiue (Rank 27)2026/06/11220100.0%
え~る (Rank 27)2026/06/0831233.3%
えびもち (Rank 31)2026/06/08220100.0%
akimaru7 (Rank 31)2026/06/06220100.0%
拳四郎 (Rank 32)2026/06/062020.0%
mosakiti-555 (Rank 31)2026/06/0642250.0%
鳩男 (Rank 29)2026/05/25110100.0%
달달하다(酒は甘い) (Rank 27)2026/05/2553260.0%
namu~ (Rank 31)2026/05/0931233.3%
c825156 (Rank 26)2026/04/2532166.7%
bakureturanbu (Rank 29)2026/03/31220100.0%
pc37_lucky10 (Rank 30)2026/03/27220100.0%

Round openings

Every character

Dash Hammer Kick66K5617.1%
backdash into evade down3711.3%
backdash into Spin Heel Sword4K+G309.2%
Middle Smash6P164.9%
backdash into Tenshin Oushoushou46P+K113.4%
Senchuken6P into crouch dash forward72.1%
backdash into crouch dash back72.1%
backdash into guardG72.1%
backdash into throwP+G72.1%
crouch dash back into Long Stride Back Knuckle4P+K51.5%
forward movement into Jab Double StraightPPP51.5%
Senchuken6P into crouch dash back41.2%
Senchuken6P into evade down41.2%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K41.2%
High Angle Upper Kick6K30.9%

96 further openings account for the other 124 rounds.

Jacky

Career
795–668 · 54.3%
This season
57 matches · 56.1%
Peak rank
30

First hit in 54.1% of 231 rounds. Won 64.0% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K5624.1%
backdash into Spin Heel Sword4K+G3012.9%
backdash into evade down2410.3%
Middle Smash6P166.9%
backdash into crouch dash back52.2%
crouch dash back into Long Stride Back Knuckle4P+K52.2%
forward movement into Jab Double StraightPPP52.2%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K41.7%
backdash into guardG41.7%
backdash into throwP+G41.7%
High Angle Upper Kick6K31.3%
Middle Smash6P into crouch dash forward31.3%
backdash31.3%
backdash into Middle Spin Kick46K+G31.3%
Middle Smash6P into punchP20.9%

57 further openings account for the other 65 rounds.

Pai

Career
1,729–1,600 · 51.9%
This season
19 matches · 47.4%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1214.8%
backdash into Tenshin Oushoushou46P+K1113.6%
Senchuken6P into crouch dash forward78.6%
Senchuken6P into crouch dash back44.9%
Senchuken6P into evade down44.9%
Tenshin Oushoushou46P+K33.7%
backdash into guardG33.7%
backdash into throwP+G33.7%
forward movement into punchP33.7%
backdash into Honrakukyaku46K+G22.5%
backdash into crouch dash back22.5%
backward movement into evade down22.5%
crouch dash forward into Souanshou3P+K22.5%
guardG into Senchuken6P22.5%
Koutankyaku66K into Renkan Tanheki66KP11.2%

20 further openings account for the other 20 rounds.

Kage

Career
2–4 · 33.3%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P214.3%
Ryubisen44K+G214.3%
Hiji'uchi6P17.1%
Hiji'uchi6P into Fusenjin3P17.1%
Rasen4P into offensive move17.1%
Ura Tsumujigeri44K into forward dash17.1%
backdash into Kasumi Yaiba66P+K17.1%
backdash into Nakageri3K17.1%
backdash into evade down17.1%
backward movement into evade down17.1%
forward movement into ResshouPP17.1%
guardG into Fujinkyaku46K+G17.1%

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

  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Kage: not tested (too few rounds)