VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

mothsun

  • Jeffry
  • El Blaze
  • Sarah
  • Jacky
  • Goh
  • Wolf
  • Akira
Career matches971
Career win rate33.0%
Round win rate39.8%
Peak rank22
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1105 #3,584 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

Pai2246115430733.4%
Jeffry2234311323032.9%
El Blaze1758164227.6%
Goh1846113523.9%
Sarah1835161945.7%
Akira17127558.3%
Jean—110110.0%
Jacky1642250.0%
Wolf16110100.0%

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

1,098 of 1,280 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.9412686
Pai7.7462225
El Blaze8.349683
Sarah7.846878
Jacky8.852815
Wolf7.14266
Akira7.74625

By opponent's character

Akira7.0420275
Sarah7.4444119
Vanessa7.042288
Jeffry6.639886
Aoi7.343867
Pai7.343949
El Blaze7.746440
Goh7.746163
Kage7.746054
Shun7.041943
Brad7.745947
Lau7.746128
Wolf7.846838
Lion7.243536
Lei Fei7.243111
Jean7.444225
Jacky6.136919
Dural7.74625
Taka8.14895

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

Akira87266129.9%-1.4
Sarah2962320.7%-16.0
Vanessa23101343.5%+13.5
Jeffry2291340.9%+6.7
Aoi1951426.3%-4.5
Pai1741323.5%-8.9
El Blaze1551033.3%-2.3
Goh157846.7%+15.5
Kage138561.5%+17.3
Shun130130.0%-23.0
Brad128466.7%+30.1
Lau124833.3%+4.3
Wolf123925.0%-2.3
Lion103730.0%-4.4
Lei Fei71614.3%-23.7
Jean62433.3%+9.4
Jacky51420.0%-11.1
Dural21150.0%+29.4
Taka1010.0%-35.8

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Rectangle53183534.0%-1.6
Single Wall41122929.3%-2.6
Breakable Full Fence34122235.3%+2.2
Full Fence34112332.4%+0.5
Octagon34112332.4%-0.2
Breakable Half Fence3382524.2%-7.5
Open28131546.4%+11.5
Low Fence2371630.4%+0.2
Half Fence1771041.2%+15.9
Full Fence and Open91811.1%-10.3

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20532.7%32.5%+0.2
No walls9234.8%32.5%+2.2

Walls against open: -2.0 points (95% range -14.9 to +10.8), p 0.756 — 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

osAnKIRA (Rank 21)2026/10/1731233.3%
kimxxxtt (Rank 22)2026/10/1652340.0%
あぶにしなか (Rank 21)2026/10/1443175.0%
omuretukun (Rank 24)2026/10/1432166.7%
Sevengar01 (Rank 21)2026/09/114040.0%
你是来拉屎的吗 (Rank 21)2026/09/03121118.3%
SpaceKnight (Rank 25)2026/08/295050.0%
富美 (Rank 21)2026/08/2574357.1%
hitokabe2003 (Rank 23)2026/08/2452340.0%
ありがとナス (Rank 22)2026/07/275050.0%
chloe_the_marcus (Rank 23)2026/07/2731233.3%
にわとり (Rank 16)2026/07/26106460.0%
GAMEN_MITENAI (Rank 21)2026/07/2242250.0%
ASSERT(m_pThink); (Rank 22)2026/07/082071335.0%
코난 (Rank 24)2026/07/0651420.0%
鳶飛戾天,魚躍於淵 (Rank 24)2026/07/02141137.1%
jqy911 (Rank 21)2026/06/191661037.5%
E.J (Rank 22)2026/06/1931233.3%
edmond3288 (Rank 16)2026/06/1454180.0%
smogh (Rank 21)2026/06/1442250.0%
送分童子 (Rank 24)2026/06/147070.0%
ALcY (Rank 21)2026/05/3131233.3%
mokoha_jean (Rank 21)2026/05/12330100.0%
hiroaki0228misa (Rank 23)2026/05/1031233.3%
初心 (Rank 21)2026/05/06330100.0%

Round openings

Every character

guardG998.6%
backdash into guardG736.3%
Ensei Haijinkyaku7K+G484.2%
punchP453.9%
backdash into backward movement443.8%
backdash into Side Kick3K322.8%
Low Knuckle2P302.6%
backdash into evade up292.5%
Kochoukyaku4K+G282.4%
Knee Push4K into Knee Push Wild Hook4KP272.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK252.2%
Hi'en Tankyaku9K201.7%
kickK171.5%
Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G161.4%
guardG into evade down161.4%

246 further openings account for the other 606 rounds.

Counted from 289 of the 319 matches played. The rest were not pulled for openings.

Jeffry

Career
113–230 · 32.9%
This season
172 matches · 26.7%
Peak rank
22

First hit in 52.8% of 563 rounds. Won 37.4% of the rounds they struck first, 34.2% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 39.7% of rounds, against 22.7% against everyone else.
  • After winning a round: backs off first in 37.7% of rounds, against 20.2% after losing one.
  • When behind: attacks straight away in 47.1% of rounds, against 31.2% when ahead or level.
  • In round 1: opens with “backdash into G guard” in 16.2% of rounds, against 4.5% in their other rounds.

How is this tested?

guardG7513.2%
backdash into guardG427.4%
backdash into backward movement335.8%
backdash into Side Kick3K325.7%
Low Knuckle2P305.3%
Knee Push4K into Knee Push Wild Hook4KP274.8%
punchP193.4%
guardG into Low Knuckle2P152.6%
kickK152.6%
Knee Push4K122.1%
backdash into evade up111.9%
Elbow Butt6P into Elbow Hammer6PP101.8%
guardG into evade down101.8%
guardG into throw escape101.8%
punchP into Double KnucklePP101.8%

97 further openings account for the other 215 rounds.

Counted from 142 of the 172 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–23 · 15%3–10 · 23%too few to test
Sarah1–6 · 14%2–6 · 25%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.

30 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?

Pai

Career
154–307 · 33.4%
This season
98 matches · 42.9%
Peak rank
22

First hit in 55.8% of 398 rounds. Won 50.0% of the rounds they struck first, 38.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Ensei Haijinkyaku7K+G4812.1%
Kochoukyaku4K+G287.0%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK256.3%
backdash into guardG235.8%
Hi'en Tankyaku9K205.0%
punchP174.3%
Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G164.0%
Ensei Haijinkyaku7K+G into guardG143.5%
punchP into RenshouPP123.0%
Meishouho4P+K+G102.5%
evade up into Hi'en Rekkyaku9KK102.5%
Meishouho4P+K+G into punch+kick+guardP+K+G71.8%
RenshouPP into RaigekishouPPP71.8%
backdash into evade up71.8%
guardG61.5%

85 further openings account for the other 148 rounds.

El Blaze

Career
16–42 · 27.6%
This season
22 matches · 0.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1113.2%
punchP910.8%
backdash into Head Smash Kick46K89.6%
backdash into evade up89.6%
Jumping Hammer Knuckle8P+K22.4%
backdash into Death Scythe Slash8K22.4%
backdash into backward movement22.4%
backdash into guardG22.4%
evade down into guardG22.4%
evade up22.4%
guardG into Sit Jab2P22.4%
guardG into evade down22.4%
no input22.4%
punchP into Quick HookPP22.4%
Demon Dance9P+K into Demon's Tail9P+KK11.2%

26 further openings account for the other 26 rounds.

Sarah

Career
16–19 · 45.7%
This season
19 matches · 52.6%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G1417.9%
Crescent Heel4K+G79.0%
backdash into Stiletto66K79.0%
guardG67.7%
backdash into backward movement33.9%
guardG into Crescent Heel4K+G33.9%
backdash into Serpent Rage4PK22.6%
backdash into guardG22.6%
guardG into evade down22.6%
guardG into kickK22.6%
punchP into Punch High KickPK22.6%
Dragon Smash Cannon1K into Jab StraightPP11.3%
Dragon Smash Cannon1K into guardG11.3%
Jab StraightPP into Double Punch Back KickPPK11.3%
Jackknife Kick3K into Jackknife Middle Kick3KK11.3%

24 further openings account for the other 24 rounds.

Jacky

Career
2–2 · 50.0%
This season
4 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Beat KnuckleP+K213.3%
backdash into Spin Heel Sword4K+G213.3%
backdash into evade up213.3%
guardG into backdash213.3%
Beat KnuckleP+K into Beat & Back KnuckleP+KP16.7%
Double Dragon9K16.7%
Switch StepP+K+G into Beat KnuckleP+K16.7%
backdash into Long Stride Back Knuckle4P+K16.7%
backdash into Smash Low Kick2K16.7%
backdash into Spinning Back Knuckle4P16.7%
backward movement into evade up16.7%

Goh

Career
11–35 · 23.9%
This season
2 matches · 50.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG444.4%
backdash into Karura4P+K333.3%
backdash111.1%
backdash into Kurogane Kudaki66P111.1%

Wolf

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Body Blow6P116.7%
Elbow Butt4P116.7%
backdash into Body Blow6P116.7%
backdash into backward movement116.7%
guardG116.7%
guardG into backdash116.7%

Not counted here: Akira. 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 (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

  • Jeffry: 4 of 15 tests hold up
  • Pai: 0 of 15 tests hold up
  • El Blaze: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)