VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

ばびぼー

  • Jacky
  • Lion
Career matches640
Career win rate63.1%
Round win rate52.9%
Peak rank35
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1592 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

Pai3558237221063.9%
Jacky2638182047.4%
Lion262014670.0%

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

156 of 189 rounds counted

6.1 inputs a second (365 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.2372113
Jacky5.834643

By opponent's character

El Blaze6.237523
Akira5.935124
Lion6.237020
Wolf6.036021
Aoi6.237017
Goh6.23755
Jacky6.33779
Lau5.93553
Pai5.935410
Vanessa6.23758
Dural6.03585
Kage5.73403
Lei Fei6.94123
Shun5.73445

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

El Blaze84450.0%-4.7
Akira62433.3%-19.1
Lion54180.0%+42.7
Wolf53260.0%+0.8
Aoi41325.0%-34.1
Goh31233.3%-7.5
Jacky220100.0%+59.3
Lau220100.0%+53.6
Pai21150.0%-1.6
Taka21150.0%+3.8
Vanessa220100.0%+40.6
Dural1010.0%-52.7
Jean1010.0%-60.0
Jeffry1010.0%-38.6
Kage1010.0%-60.0
Lei Fei110100.0%+40.7
Shun1010.0%-49.4

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

Low Fence107370.0%+23.3
Single Wall95455.6%+6.8
Octagon63350.0%+5.5
Full Fence53260.0%+2.2
Half Fence52340.0%-15.6
Rectangle42250.0%+4.2
Open31233.3%-25.8
Breakable Half Fence2020.0%-57.6
Full Fence and Open21150.0%+7.1
Breakable Full Fence1010.0%-49.4

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
Walls2343.5%51.1%-7.6
No walls2259.1%51.8%+7.3

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

LEO (Rank 35)2026/10/1243175.0%
Choi_Akira (Rank 38)2026/10/121010.0%
motty-sr86 (Rank 26)2026/09/2431233.3%
大谷 小平 (Rank 36)2026/09/1732166.7%
ヘニオ (Rank 34)2026/09/17110100.0%
hsat0310 (Rank 36)2026/08/2621150.0%
フルレバ (Rank 36)2026/06/03220100.0%
nanami.madogiwa (Rank 33)2026/06/021010.0%
へにほに (Rank 35)2026/06/021010.0%
ぎらぱぱ (Rank 26)2026/05/2631233.3%
ちび-G (Rank 28)2026/05/251010.0%
RX-7FD3S-Type-RS (Rank 23)2026/05/2532166.7%
new_cult33 (Rank 34)2026/05/1821150.0%
らうらう (Rank 34)2026/05/181010.0%
nano_宜しくお願いします (Rank 33)2026/05/18110100.0%
ロストマン (Rank 32)2026/05/1831233.3%
たか (Rank 32)2026/05/18220100.0%
UltimateGohan (Rank 37)2026/05/18220100.0%
nyu_necoginjo (Rank 27)2026/05/13110100.0%
openpen (Rank 29)2026/05/131010.0%
manman (Rank 23)2026/05/071010.0%
tatsuyaX (Rank 28)2026/03/3021150.0%
雷電 (Rank 27)2026/03/301010.0%
hot-milk-www (Rank 28)2026/03/30110100.0%
HIROCHILL (Rank 25)2026/03/301010.0%

Round openings

Every character

forward movement into punchP2213.6%
crouch into down-back kick1K116.8%
Souanshou3P+K74.3%
guardG into throw escape53.1%
backdash into evade up42.5%
evade down into throw escape42.5%
Ensei SenpukyakuK+G31.9%
crouch into Low Spin Kick1K+G31.9%
evade down into forward dash31.9%
evade up into Dash Hammer Kick66K31.9%
Banchu6P21.2%
Juchou Senshou8P+K21.2%
Middle Smash6P21.2%
Middle Smash6P into Middle Smash Back Knuckle6PP21.2%
Senkyutai1K21.2%

72 further openings account for the other 87 rounds.

Counted from 40 of the 47 matches played. The rest were not pulled for openings.

Pai

Career
372–210 · 63.9%
This season
28 matches · 60.7%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1517.4%
crouch into down-back kick1K1112.8%
Souanshou3P+K78.1%
Ensei SenpukyakuK+G33.5%
Souanshou3P+K into guardG22.3%
backdash into Senkyaku Chushou3KP22.3%
crouch into Sensaitai2K22.3%
crouch into Souanshou3P+K22.3%
crouch into Souka Senpukyaku3PK22.3%
crouch into Soukasui3P22.3%
evade down into backdash22.3%
evade down into throw escape22.3%
forward movement into RenkentaiPK22.3%
guardG into evade down22.3%
guardG into throw escape22.3%

28 further openings account for the other 28 rounds.

Counted from 21 of the 28 matches played. The rest were not pulled for openings.

Jacky

Career
18–20 · 47.4%
This season
14 matches · 35.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP59.1%
crouch into Low Spin Kick1K+G35.5%
evade up into Dash Hammer Kick66K35.5%
guardG into throw escape35.5%
Middle Smash6P23.6%
Middle Smash6P into Middle Smash Back Knuckle6PP23.6%
backdash into High Angle Upper Kick6K23.6%
backdash into evade up23.6%
evade down into forward dash23.6%
forward movement into Punch High KickPK23.6%
Beat KnuckleP+K into Beat & Back KnuckleP+KP11.8%
Bil Jee6P+K11.8%
Bil Jee6P+K into forward movement11.8%
High Angle Upper Kick6K11.8%
High Angle Upper Kick6K into forward movement11.8%

24 further openings account for the other 24 rounds.

Lion

Career
14–6 · 70.0%
This season
5 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P29.5%
Juchou Senshou8P+K29.5%
Senkyutai1K29.5%
forward movement into punchP29.5%
Senkyutai1K into evade down14.8%
Taizan Soukoushu4P+K14.8%
backdash into Sentai4K14.8%
backdash into evade up14.8%
crouch into Dantai3K14.8%
evade down into throw escape14.8%
evade up into Dantai3K14.8%
evade up into Fujinkyaku66K14.8%
evade up into Souji SenpuP+K14.8%
evade up into Soukoushu66P+K14.8%
evade up into Zaban Shuhou33P+K14.8%

2 further openings account for the other 2 rounds.

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

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