VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

周大人

  • Akira
  • Jeffry
  • Lei Fei
Career matches11,056
Career win rate58.3%
Round win rate57.3%
Peak rank44
Distinct opponents235
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1935 #88 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

Pai417,9694,5413,42857.0%
Akira442,9221,7861,13661.1%
Jeffry391531094471.2%
Lei Fei33128466.7%

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

1,848 of 3,828 rounds counted

10.4 inputs a second (622 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.46231,813
Lei Fei9.859021
Pai9.255514

By opponent's character

Akira10.6636178
Lion10.4623245
Kage10.4622177
Lau10.4624202
Jacky10.8651231
Lei Fei10.160552
Brad10.1608103
Jeffry9.959648
Sarah10.160652
El Blaze9.959760
Shun10.462498
Pai10.261399
Aoi10.160763
Taka10.160446
Jean10.261041
Vanessa10.462631
Wolf10.160846
Goh10.865137
Eileen9.758027
Dural9.858512

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

Akira102633961.8%-1.6
Lion99643564.7%+5.2
Kage95603563.2%+3.8
Lau77463159.7%-3.6
Jacky76522468.4%+3.9
Lei Fei61342755.7%-3.7
Brad49292059.2%-1.4
Jeffry45271860.0%-7.9
Sarah43291467.4%+0.2
El Blaze41231856.1%-10.1
Shun3930976.9%+11.8
Pai35251071.4%+8.0
Aoi34221264.7%-5.8
Taka32181456.2%-2.4
Jean31191261.3%-3.0
Vanessa29191065.5%+2.9
Wolf2314960.9%+1.6
Goh2214863.6%+0.9
Eileen1910952.6%-7.9
Dural53260.0%-0.2

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Octagon126755159.5%-2.2
Single Wall107683963.5%+0.6
Half Fence106693765.1%+2.8
Rectangle106713567.0%+4.6
Full Fence102693367.7%+4.6
Breakable Full Fence95544156.8%-6.1
Low Fence91593264.8%+0.9
Breakable Half Fence72442861.1%-4.0
Open70412958.6%-3.7
Full Fence and Open37231462.2%+2.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls60762.9%62.8%+0.1
No walls26862.7%63.1%-0.4

Walls against open: +0.5 points (95% range -6.3 to +7.4), p 0.877 — 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

たつや (Rank 43)2026/10/17106460.0%
空き缶。 (Rank 41)2026/10/17107370.0%
sizzle (Rank 43)2026/10/17103730.0%
のりシオン (Rank 42)2026/10/151110190.9%
ス~パ~オヤツマ~ン (Rank 42)2026/10/15137653.9%
ちび太☆らふぁ~る (Rank 43)2026/10/15126650.0%
亜希 (Rank 44)2026/10/15137653.9%
再戦感謝です (Rank 40)2026/10/13126650.0%
たまつばき (Rank 40)2026/10/1396366.7%
せろり☆ (Rank 44)2026/10/1339182146.1%
ひらがなであおき (Rank 41)2026/10/121611568.8%
manatsu_7 (Rank 42)2026/10/1194544.4%
弐代目JA&れんじぃPA (Rank 42)2026/10/1097277.8%
エンたん (Rank 43)2026/10/10105550.0%
jinmenusagi (Rank 42)2026/10/061311284.6%
やそかみ (Rank 44)2026/09/10146842.9%
虎熊 (Rank 42)2026/09/081610662.5%
いくお (Rank 43)2026/07/25136746.1%
ドナドナ7 (Rank 43)2026/05/1095455.6%
ウサギ師匠 (Rank 42)2026/05/07179852.9%
かめやま (Rank 42)2026/05/06148657.1%
でんでんでん123 (Rank 38)2026/04/242016480.0%
おかし (Rank 41)2026/04/23168850.0%
龍太 (Rank 42)2026/04/15105550.0%
おむすび山かず kaz_kcjj (Rank 39)2026/04/1097277.8%

Round openings

Every character

forward dash into throwP+G2899.2%
crouch dash back into evade down2407.7%
backdash into evade down1896.0%
Rimon Chouchu66P1745.5%
backdash into throw escape1534.9%
Senzankou66P+K into throwP+G1274.0%
Rimon Chouchu66P into forward dash1213.9%
backdash into evade up1083.4%
evade down into guardG822.6%
throwP+G672.1%
crouch dash back into guardG601.9%
evade down into crouch dash back571.8%
backdash into backward movement531.7%
backdash into throwP+G481.5%
Rimon Chouchu66P into Jouho Touken6P471.5%

268 further openings account for the other 1,324 rounds.

Counted from 786 of the 952 matches played. The rest were not pulled for openings.

Akira

Career
1,786–1,136 · 61.1%
This season
882 matches · 62.5%
Peak rank
44

First hit in 50.7% of 2,833 rounds. Won 59.6% of the rounds they struck first, 55.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 25.7% of rounds, against 16.2% in their other rounds.
  • Against El Blaze: backs off first in 55.5% of rounds, against 37.7% against everyone else.
  • On Half Fence stages: backs off first in 49.8% of rounds, against 37.0% on the other stages.
  • After opening the round before by backing off: backs off first in 53.2% of rounds, against 36.5% after anything else.
  • After losing a round: evades first in 12.6% of rounds, against 7.2% after winning one.
  • When behind: evades first in 12.9% of rounds, against 8.2% when ahead or level.
  • In round 1: opens with “forward dash into P+G throw” in 19.3% of rounds, against 7.1% in their other rounds.
  • Against Wolf: opens with “crouch dash back into evade down” in 24.1% of rounds, against 7.4% against everyone else.
  • After opening the round before with “crouch dash back into evade down”: opens with “crouch dash back into evade down” in 25.5% of rounds, against 6.9% after anything else.

How is this tested?

forward dash into throwP+G28910.1%
crouch dash back into evade down2217.7%
Rimon Chouchu66P1746.1%
backdash into evade down1746.1%
backdash into throw escape1374.8%
Senzankou66P+K into throwP+G1274.5%
Rimon Chouchu66P into forward dash1214.2%
backdash into evade up1003.5%
evade down into guardG752.6%
throwP+G592.1%
crouch dash back into guardG531.9%
Rimon Chouchu66P into Jouho Touken6P471.6%
Rimon Chouchu66P into throwP+G471.6%
backdash into throwP+G471.6%
evade down into crouch dash back471.6%

217 further openings account for the other 1,139 rounds.

Counted from 716 of the 882 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage35–17 · 67%13–12 · 52%too few to test
Lion28–19 · 60%18–7 · 72%too few to test
Akira30–16 · 65%16–7 · 70%too few to test
Lau22–15 · 59%9–8 · 53%too few to test
Lei Fei19–14 · 58%6–5 · 55%too few to test
Jeffry15–12 · 56%10–5 · 67%too few to test
Jacky24–8 · 75%6–1 · 86%too few to test
El Blaze16–8 · 67%2–4 · 33%too few to test
Aoi9–2 · 82%8–6 · 57%too few to test
Sarah12–4 · 75%10–4 · 71%too few to test
Shun11–1 · 92%9–2 · 82%too few to test
Taka11–9 · 55%3–3 · 50%too few to test
Brad11–4 · 73%3–3 · 50%too few to test
Jean10–8 · 56%3–2 · 60%too few to test
Pai16–3 · 84%0–0 · —too few to test
Vanessa11–6 · 65%2–2 · 50%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.

166 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jeffry

Career
109–44 · 71.2%
This season
67 matches · 65.7%
Peak rank
39

First hit in 58.6% of 261 rounds. Won 59.5% of the rounds they struck first, 57.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P249.0%
crouch dash back into evade down176.3%
backdash into throw escape166.0%
backdash into evade down155.6%
evade down into crouch dash back93.4%
punchP into Double KnucklePP93.4%
backdash into backward movement83.0%
Low Knuckle2P72.6%
Toe Kick2K72.6%
backdash into Toe Kick2K72.6%
backdash into evade up72.6%
crouch dash back into guardG72.6%
evade down into guardG72.6%
throwP+G72.6%
backdash into Body CrushP+K51.9%

70 further openings account for the other 116 rounds.

Pai

Career
4,541–3,428 · 57.0%
This season
3 matches · 66.7%
Peak rank
41

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down214.3%
crouch into guardG214.3%
Hi'en Tankyaku9K17.1%
Senchuken6P17.1%
Souchuken2P17.1%
backdash into evade up17.1%
backdash into guardG17.1%
crouch dash back into kickK17.1%
evade down into crouch dash back17.1%
guardG into throw escape17.1%
punchP into evade down17.1%
throwP+G17.1%

Not counted here: Lei Fei. Their matches 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 (16 here; about 0.8 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

  • Akira: 9 of 16 tests hold up
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)