VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

ひらりん。

  • Goh
  • Jeffry
Career matches2,873
Career win rate50.7%
Round win rate48.6%
Peak rank30
Distinct opponents146
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1410 #2,597 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

Pai302,6961,3641,33250.6%
Goh26177938452.5%
Jeffry21000—

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

1,040 of 1,898 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.4445905
Goh6.8411130
Jeffry6.94135

By opponent's character

Akira7.5450113
Shun7.243550
Wolf7.041981
Jacky7.645882
Aoi7.2435136
Jeffry7.042063
Lion7.947276
Goh7.042073
Pai7.645584
Kage7.343771
Sarah7.444243
Jean7.444645
Dural7.444615
Lau7.947431
Brad7.243237
El Blaze7.444617
Taka6.94138
Vanessa6.438415

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

Akira72324044.4%-3.6
Shun44162836.4%-10.4
Wolf40162440.0%-5.7
Jacky38201852.6%+7.5
Aoi36261072.2%+19.9
Jeffry28151353.6%+2.2
Lion28121642.9%-8.2
Goh27141351.9%+6.1
Pai26131350.0%+3.7
Kage2591636.0%-4.6
Sarah22111150.0%+6.4
Jean1912763.2%+16.8
Dural1321115.4%-30.7
Lau1331023.1%-13.7
Brad103730.0%-16.0
Eileen53260.0%+18.1
El Blaze41325.0%-5.9
Taka43175.0%+19.6
Vanessa42250.0%+4.2
Lei Fei31233.3%+17.0

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Half Fence55223340.0%-3.1
Open53242945.3%+1.0
Rectangle49202940.8%-5.5
Single Wall49212842.9%-4.3
Breakable Half Fence48291960.4%+16.8
Octagon44212347.7%-0.3
Full Fence43232053.5%+0.5
Low Fence41212051.2%+4.5
Breakable Full Fence40162440.0%-6.7
Full Fence and Open1761135.3%-14.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls27947.0%46.6%+0.3
No walls14346.2%46.0%+0.2

Walls against open: +0.2 points (95% range -11.0 to +11.4), p 0.977 — 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

え~る (Rank 27)2026/10/0965183.3%
入れ込むかもしれない (Rank 27)2026/10/0254180.0%
サーちゃん (Rank 24)2026/08/2964266.7%
omuretukun (Rank 24)2026/08/2165183.3%
a_h_i_k_o (Rank 28)2026/08/2194544.4%
liangliangit (Rank 29)2026/08/19105550.0%
syounai (Rank 29)2026/08/0574357.1%
mitorakujo (Rank 27)2026/08/0563350.0%
ガンジャッキー (Rank 25)2026/08/0564266.7%
フェイス (Rank 29)2026/07/256060.0%
dalmax72 (Rank 26)2026/07/201912763.2%
イイダ (Rank 30)2026/07/0392722.2%
踊る!おかぁちゃん☆ (Rank 24)2026/05/3085362.5%
GWO (Rank 25)2026/05/2553260.0%
melty01 (Rank 29)2026/05/2562433.3%
【麦酒】がちょ (Rank 30)2026/05/226060.0%
MikuMartineau (Rank 31)2026/05/2263350.0%
干拓 (Rank 27)2026/05/2063350.0%
伍の人 (Rank 30)2026/05/1951420.0%
Laulau (Rank 28)2026/05/1191811.1%
究極無敵 (Rank 30)2026/05/0551420.0%
AnchorMan (Rank 28)2026/04/1682625.0%
Toragoto (Rank 27)2026/04/1484450.0%
龍仙人【鬼手仏心】 (Rank 26)2026/04/1474357.1%
てーらいsensippomaster (Rank 29)2026/04/0894544.4%

Round openings

Every character

guardG into throw escape62534.0%
forward movement into punchP723.9%
backdash into Tenshin Oushoushou46P+K623.4%
evade down into throw escape573.1%
guardG into evade down573.1%
evade down into Senchutai3K502.7%
Hi'en Tankyaku9K492.7%
guardG into Senchutai3K412.2%
Hi'en Tankyaku9K into guardG351.9%
evade down into evade up341.9%
Senchuken6P321.7%
crouch into Senchutai3K281.5%
evade down into guardG281.5%
evade down into crouch dash forward241.3%
backdash into throw escape231.2%

213 further openings account for the other 621 rounds.

Counted from 447 of the 461 matches played. The rest were not pulled for openings.

Pai

Career
1,364–1,332 · 50.6%
This season
426 matches · 47.0%
Peak rank
30

First hit in 46.7% of 1,701 rounds. Won 53.9% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 28.5% of rounds, against 16.4% in their other rounds.
  • Against Shun: evades first in 29.5% of rounds, against 14.3% against everyone else.
  • After winning a round: backs off first in 15.6% of rounds, against 4.6% after losing one.
  • In round 2: opens with “G guard into throw escape” in 40.1% of rounds, against 32.0% in their other rounds.
  • Against Sarah: opens with “forward movement into P punch” in 9.1% of rounds, against 3.8% against everyone else.
  • After winning a round: opens with “backdash into 46P+K Tenshin Oushoushou” in 5.8% of rounds, against 1.1% after losing one.

How is this tested?

guardG into throw escape57934.0%
forward movement into punchP704.1%
backdash into Tenshin Oushoushou46P+K623.6%
evade down into throw escape533.1%
evade down into Senchutai3K502.9%
Hi'en Tankyaku9K492.9%
guardG into evade down492.9%
guardG into Senchutai3K412.4%
Hi'en Tankyaku9K into guardG352.1%
Senchuken6P321.9%
evade down into evade up321.9%
crouch into Senchutai3K281.6%
evade down into guardG261.5%
backdash into throw escape231.4%
forward movement into RenshouPP221.3%

192 further openings account for the other 552 rounds.

Counted from 414 of the 426 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira21–22 · 49%8–16 · 33%too few to test
Shun10–16 · 38%5–8 · 38%too few to test
Jacky11–8 · 58%7–9 · 44%too few to test
Wolf11–13 · 46%3–5 · 38%too few to test
Aoi14–6 · 70%7–0 · 100%too few to test
Jeffry9–11 · 45%3–0 · 100%too few to test
Lion7–8 · 47%4–6 · 40%too few to test
Goh7–8 · 47%6–4 · 60%too few to test
Sarah8–5 · 62%3–4 · 43%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.

12 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?

Goh

Career
93–84 · 52.5%
This season
34 matches · 41.2%
Peak rank
26

First hit in 41.4% of 128 rounds. Won 43.4% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape4534.6%
backdash into Karura4P+K129.2%
guardG into evade down75.4%
evade down into crouch dash forward43.1%
evade down into throw escape43.1%
Ni'oudaoshi3K+G32.3%
crouch dash forward into guardG32.3%
evade down into kickK32.3%
evade down into throwP+G32.3%
guardG into Maegeri3K32.3%
guardG into kickK32.3%
throw escape32.3%
Ni'oudaoshi3K+G into throwP+G21.5%
Soukyu46P21.5%
backdash into evade up21.5%

24 further openings account for the other 31 rounds.

Counted from 32 of the 34 matches played. The rest were not pulled for openings.

Jeffry

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P120.0%
crouch into Ducking Low2K+G120.0%
guardG into evade down120.0%
guardG into punchP120.0%
guardG into throw escape120.0%

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 (17 here; about 0.9 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: 6 of 17 tests hold up
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)