VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

うーさん

  • El Blaze
  • Vanessa
  • Eileen
  • Jacky
Career matches321
Career win rate44.5%
Round win rate37.6%
Peak rank21
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1029 #3,653 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

Pai21140687248.6%
El Blaze18129616847.3%
Vanessa1151143727.4%
Eileen61010.0%
Jacky6000—

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

213 of 213 rounds counted

6.7 inputs a second (403 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.337691
El Blaze6.941484
Vanessa7.645430
Eileen8.04793
Jacky7.44435

By opponent's character

Akira6.941257
Goh6.739922
Shun6.840824
Jeffry6.740015
Kage6.840715
Lion6.941111
Aoi6.136511
Brad8.14889
Sarah7.142713
El Blaze6.74007
Jean3.82276
Pai7.24319
Wolf6.94147
Eileen6.13644
Taka6.43823

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

Akira146842.9%+7.4
Goh61516.7%-8.8
Shun63350.0%+25.5
Jeffry4040.0%-39.8
Kage41325.0%-22.6
Lion41325.0%+7.7
Aoi330100.0%+60.8
Brad31233.3%+17.1
Sarah31233.3%+3.1
El Blaze2020.0%-41.7
Jean21150.0%+26.2
Pai2020.0%-17.6
Wolf2020.0%-40.0
Eileen1010.0%-51.2
Taka1010.0%-3.2

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

Octagon1431121.4%-12.4
Rectangle81712.5%-14.8
Open6060.0%-16.4
Single Wall62433.3%+12.9
Breakable Full Fence53260.0%+24.8
Breakable Half Fence43175.0%+24.3
Full Fence4040.0%-52.6
Half Fence42250.0%+22.6
Low Fence32166.7%+38.9
Full Fence and Open21150.0%+9.6

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
Walls3930.8%34.4%-3.6
No walls1526.7%20.5%+6.1

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

委員ちょ (Rank 21)2026/09/26330100.0%
qzmix (Rank 24)2026/09/262020.0%
nekodiver2 (Rank 21)2026/09/252020.0%
チーム拓る ばくだん (Rank 17)2026/09/2231233.3%
NoBunnyNoLife (Rank 24)2026/09/131010.0%
みらめたる (Rank 21)2026/09/1343175.0%
B.S.R-JP (Rank 26)2026/09/1321150.0%
Fuji-Atsuka (Rank 21)2026/09/12330100.0%
カキツバタ (Rank 12)2026/09/11110100.0%
ryu0613 (Rank 25)2026/09/112020.0%
MAXマンピー (Rank 15)2026/09/101010.0%
かめやま (Rank 43)2026/09/101010.0%
aganaa530 (Rank 11)2026/09/071010.0%
m.a.10.15.akki (Rank 7)2026/08/3131233.3%
CLEARCARE (Rank 41)2026/08/311010.0%
あむざん (Rank 42)2026/08/292020.0%
swhy2008 (Rank 8)2026/08/233030.0%
김멋있다 (Rank 11)2026/08/2352340.0%
莫丝 (Rank 18)2026/07/292020.0%
jinmenusagi (Rank 41)2026/07/281010.0%
ふぇらーりりおん (Rank 41)2026/07/211010.0%
nr636 (Rank 12)2026/07/212020.0%
kothiyasanae (Rank 46)2026/07/191010.0%
jiwoonpk (Rank 31)2026/07/152020.0%
momamoa (Rank 16)2026/07/132020.0%

Round openings

Every character

evade up219.9%
evade up into Enbikyaku3K+G125.6%
Ensei Haijinkyaku7K+G115.2%
Demon Dance9P+K into Demon's Tail9P+KK104.7%
Ensei Haikyaku4K into crouch73.3%
evade up into Rocket Discharge6P+K+G73.3%
evade up into Volcano Knee6K+G73.3%
evade up into guardG73.3%
up-forward kick+guard9K+G into Ensei SenpukyakuK+G62.8%
Enbikyaku3K+G52.4%
Jumping Hammer Knuckle8P+K52.4%
Kochoukyaku4K+G41.9%
Defensive Style: Heel Kick31.4%
Defensive Style: backdash31.4%
Offensive Style: backdash31.4%

80 further openings account for the other 102 rounds.

Pai

Career
68–72 · 48.6%
This season
25 matches · 28.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Enbikyaku3K+G1213.2%
Ensei Haijinkyaku7K+G1112.1%
evade up1011.0%
Ensei Haikyaku4K into crouch77.7%
up-forward kick+guard9K+G into Ensei SenpukyakuK+G66.6%
Enbikyaku3K+G55.5%
Kochoukyaku4K+G44.4%
crouch into Renka Sentai2KK33.3%
up-forward kick+guard9K+G into up-forward, up kick+guard98K+G33.3%
Enbu Renkyaku6K+G into Ensei SenpukyakuK+G22.2%
Meishouho4P+K+G into punchP22.2%
Soukasui3P into Souka Senpukyaku3PK22.2%
evade up into Shi'en Settai2K+G22.2%
evade up into guardG22.2%
up, up-forward kick+guard89K+G into Ensei SenpukyakuK+G22.2%

18 further openings account for the other 18 rounds.

El Blaze

Career
61–68 · 47.3%
This season
21 matches · 52.4%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up1113.1%
Demon Dance9P+K into Demon's Tail9P+KK1011.9%
evade up into Rocket Discharge6P+K+G78.3%
evade up into Volcano Knee6K+G78.3%
Jumping Hammer Knuckle8P+K56.0%
evade up into guardG56.0%
Toe Kick4K into Shadow Slash4KP33.6%
offensive move33.6%
Jumping Savate9K+G into forward movement22.4%
back kick+guard4K+G22.4%
forward movement into Jumping Hammer Knuckle8P+K22.4%
guardG22.4%
ElbowP+K into Drop Kick9K11.2%
Low Spin Kick2K+G11.2%
Shadow Slash4KP into Face Smash4KPP11.2%

22 further openings account for the other 22 rounds.

Vanessa

Career
14–37 · 27.4%
This season
9 matches · 0.0%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Heel Kick310.0%
Defensive Style: backdash310.0%
Offensive Style: backdash310.0%
Offensive Style: backdash into backward movement310.0%
Offensive Style: throw26.7%
Defensive Style: Back Charge Kick13.3%
Defensive Style: Cut-in Knee Kick into kickK13.3%
Defensive Style: backdash into Heel Kick6K+G13.3%
Defensive Style: throw13.3%
Defensive Style: up kick+guard into Hind Back Spin KickK+G13.3%
Offensive Style: HAWK Strike13.3%
Offensive Style: HAWK Strike into forward movement13.3%
Offensive Style: Leg Guard Crush into punchP13.3%
Offensive Style: Spinning Savate into Guard Crush TornadoK+G13.3%
Offensive Style: backdash into back kick+guard4K+G13.3%

6 further openings account for the other 6 rounds.

Jacky

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
6

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Groin Kick6K+G120.0%
Jab StraightPP into Jab Double StraightPPP120.0%
Jumping Savate8K+G120.0%
backdash120.0%
up-back kick+guard7K+G120.0%

Eileen

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
6

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Douchu6P into Jouho Chu'un6PP133.3%
evade up into Hiten Hafu8P+K+GPPP133.3%
evade up into Honshin Senputai6K+G133.3%

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)
  • El Blaze: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Eileen: not tested (too few rounds)