VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

sajitaria0114

  • Kage
  • Goh
  • Lion
  • Jean
Career matches4,976
Career win rate50.1%
Round win rate50.8%
Peak rank29
Distinct opponents169
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1426 #2,497 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

Pai261,63079283848.6%
Lion291,15161154053.1%
Goh2797849148750.2%
Kage2786340945447.4%
Jean2635418916553.4%

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

1,243 of 1,543 rounds counted

9.2 inputs a second (551 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.9534148
Kage8.9532359
Goh9.4567298
Lion9.3556220
Jean9.4567218

By opponent's character

Akira9.2553236
Aoi9.2554123
Sarah9.1545103
Wolf9.657599
Goh9.557093
Jeffry9.355774
Jean8.953479
Jacky9.356069
Pai9.255463
Lau9.154852
Kage8.852656
Vanessa9.053732
Lion9.556837
El Blaze8.752317
Shun8.349933
Taka9.657828
Eileen9.053913
Brad8.953216
Dural8.14876
Lei Fei9.054114

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

Akira72343847.2%-3.4
Aoi35152042.9%-15.1
Sarah34181652.9%+8.7
Wolf29181162.1%+19.0
Goh2618869.2%+19.4
Jeffry25131252.0%-3.1
Jean22101245.5%-6.4
Jacky2091145.0%-1.9
Pai2011955.0%+7.1
Lau167943.8%-1.9
Kage1411378.6%+20.3
Vanessa127558.3%+7.3
Lion115645.5%-2.8
El Blaze104640.0%-13.2
Shun102820.0%-30.6
Taka84450.0%-3.3
Eileen64266.7%+5.5
Brad51420.0%-28.5
Dural51420.0%-50.7
Lei Fei32166.7%+15.8

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

Octagon54322259.3%+8.6
Breakable Full Fence45232251.1%-1.8
Full Fence45202544.4%-4.5
Low Fence43241955.8%+10.0
Half Fence34142041.2%-12.4
Breakable Half Fence33191457.6%+5.4
Single Wall33191457.6%+5.5
Rectangle30121840.0%-10.6
Open28161257.1%+8.1
Full Fence and Open178947.1%-7.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24149.8%51.3%-1.5
No walls10456.7%49.5%+7.3

Walls against open: -8.8 points (95% range -21.2 to +3.6), p 0.164 — 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

ぽん (Rank 29)2026/10/1651420.0%
tamaneen (Rank 29)2026/10/1652340.0%
juste (Rank 29)2026/10/1152340.0%
haohwhite (Rank 25)2026/10/0643175.0%
kinoppy0126 (Rank 22)2026/10/0643175.0%
AiokometeZ (Rank 22)2026/10/0596366.7%
TaKaArAsHi573 (Rank 24)2026/10/0275271.4%
紫荆一头牛 (Rank 24)2026/09/1341325.0%
ねこ吉 (Rank 25)2026/09/1265183.3%
タマゴン(GTR) (Rank 29)2026/09/0442250.0%
DDaDDai (Rank 28)2026/09/0354180.0%
meine (Rank 25)2026/08/2083537.5%
銀 (Rank 28)2026/08/2086275.0%
格雷希欧 (Rank 25)2026/07/2843175.0%
CELIS (Rank 27)2026/07/235050.0%
亀 (Rank 25)2026/07/2062433.3%
トマト牛乳♪ (Rank 30)2026/07/2052340.0%
I'mabeginner (Rank 25)2026/07/20440100.0%
CHASER (Rank 24)2026/07/2075271.4%
マクシミリアン15世 (Rank 30)2026/07/1642250.0%
りてりん (Rank 27)2026/07/0332166.7%
こて (Rank 26)2026/06/18660100.0%
방가방가 (Rank 26)2026/05/3142250.0%
タイヨウ (Rank 29)2026/05/1631233.3%
茗荷【みょうが】 (Rank 23)2026/04/2053260.0%

Round openings

Every character

backdash into evade down47234.0%
backdash523.7%
backdash into throwP+G292.1%
backdash into Sentai4K261.9%
backdash into crouch dash back251.8%
backward movement into evade down231.6%
backdash into Ensei Haikyaku4K221.6%
backdash into Gen'you4K+G221.6%
backdash into Karura4P+K201.4%
crouch into Katousui2P171.2%
backdash into Hagakure-ryu In Fujingeki46P+KP161.1%
Juchou Senshou8P+K151.1%
backdash into Furikakato OtoshiK+G151.1%
guardG141.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP120.9%

264 further openings account for the other 610 rounds.

Counted from 343 of the 383 matches played. The rest were not pulled for openings.

Pai

Career
792–838 · 48.6%
This season
111 matches · 46.9%
Peak rank
26

First hit in 56.6% of 438 rounds. Won 50.4% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down15735.8%
backdash into Ensei Haikyaku4K225.0%
backdash into Kochoukyaku4K+G112.5%
backdash into Ensei KatanhekiP+K102.3%
backdash into Honrakukyaku46K+G92.0%
backdash into crouch dash back92.0%
crouch into Renka Sentai2KK92.0%
RenshouPP into RaigekishouPPP81.8%
backdash81.8%
backdash into throwP+G81.8%
backdash into Hi'en Tenshi2P+K71.6%
backward movement into evade down71.6%
Hi'en Tankyaku9K61.4%
backdash into Ensei Touku Haikyaku66K+G61.4%
backdash into Tenshin Oushoushou46P+K61.4%

84 further openings account for the other 155 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira1–11 · 8%3–5 · 38%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.

How is this tested?

Kage

Career
409–454 · 47.4%
This season
86 matches · 43.0%
Peak rank
27

First hit in 57.8% of 358 rounds. Won 47.3% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down11431.6%
backdash into Gen'you4K+G226.1%
backdash164.4%
backdash into Hagakure-ryu In Fujingeki46P+KP164.4%
backdash into Furikakato OtoshiK+G154.2%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP123.3%
backdash into throwP+G102.8%
Rasen4P into Rasen Urageri4PK92.5%
backdash into Hagakure-ryu In Raijingeki46P+K92.5%
crouch into Jizuridan2P92.5%
backdash into crouch dash back82.2%
backdash into Rasen4P61.7%
backward movement into evade down61.7%
crouch into Surigeri2K61.7%
backdash into Engetsugeri9K+G51.4%

60 further openings account for the other 98 rounds.

Goh

Career
491–487 · 50.2%
This season
75 matches · 56.0%
Peak rank
27

First hit in 59.1% of 298 rounds. Won 58.0% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down12642.3%
backdash into Karura4P+K206.7%
backdash175.7%
kickK72.4%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP62.0%
backward movement into evade down62.0%
backdash into kickK51.7%
backdash into throwP+G51.7%
crouch into Sune'uchi2P51.7%
backdash into Sune Kudaki43P41.3%
backdash into crouch dash back41.3%
backdash into guardG41.3%
guardG41.3%
punchP into backdash41.3%
throwP+G into backdash41.3%

50 further openings account for the other 77 rounds.

Lion

Career
611–540 · 53.1%
This season
56 matches · 57.1%
Peak rank
29

First hit in 47.0% of 230 rounds. Won 57.4% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down5523.8%
backdash into Sentai4K2611.3%
crouch into Katousui2P177.4%
Juchou Senshou8P+K156.5%
backdash into back kick+guard4K+G125.2%
backdash83.5%
Ukoushin46P+K62.6%
backdash into Sentai Shumen4KP62.6%
backdash into Taizan Soukoushu4P+K62.6%
backdash into throwP+G52.2%
backdash into crouch dash back41.7%
Juchou Senshou8P+K into guardG31.3%
Ukoushin46P+K into forward dash31.3%
backdash into Ukoushin46P+K31.3%
backward movement into evade down31.3%

50 further openings account for the other 59 rounds.

Jean

Career
189–165 · 53.4%
This season
55 matches · 56.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2032.3%
backdash34.8%
backdash into Kake'uchi~Maekeri'age46PK34.8%
backdash into Kousenshu4KP34.8%
backdash into punchP34.8%
Gyaku Seikenzuki66P23.2%
backdash into Getsuku Shouken46P+K23.2%
Gedan Mawashigeri2K11.6%
Hangetsu NirenzukiP+K into backdash11.6%
backdash into Chudan~Joudan Mawashigeri3KK11.6%
backdash into Doumawashi Kaitengeri46K+G11.6%
backdash into Enpi Kurenai Naraku2P+K11.6%
backdash into Hangetsu NirenzukiP+K11.6%
backdash into Hizageri4K11.6%
backdash into Hou'ou Kourui Otoshi4K+G11.6%

18 further openings account for the other 18 rounds.

Counted from 15 of the 55 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: 0 of 15 tests hold up
  • Kage: 0 of 15 tests hold up
  • Goh: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jean: not tested (too few rounds)