VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

IAC

  • Jacky
  • Lei Fei
  • Akira
  • Sarah
Career matches878
Career win rate77.2%
Round win rate61.8%
Peak rank29
Distinct opponents6
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1584 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

Pai—30920510466.3%
Lei Fei291651353081.8%
Sarah271371122581.8%
Vanessa—1281091985.2%
Akira2882701285.4%
Jacky264336783.7%
Goh—1411378.6%

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

55 of 55 rounds counted

7.5 inputs a second (449 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky7.545026
Lei Fei7.041916
Akira8.34978
Sarah7.34375

By opponent's character

Akira7.444433
Shun7.24317
Jeffry8.24905
Lei Fei7.84685
Pai7.34375

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

Akira96366.7%-32.3
Shun220100.0%+25.5
Jeffry110100.0%+10.3
Lei Fei110100.0%+27.2
Pai110100.0%+27.2

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

Octagon43175.0%+2.8
Breakable Full Fence330100.0%+22.6
Breakable Half Fence220100.0%+27.7
Half Fence21150.0%-44.7
Open21150.0%-24.9
Rectangle110100.0%+11.4

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
Walls1283.3%79.8%+3.6
No walls250.0%71.3%-21.3

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

maniaki (Rank 26)85362.5%
どろパイ (Rank 30)220100.0%
neary (Rank 30)110100.0%
omuretukun (Rank 25)110100.0%
さざび (Rank 29)110100.0%
豆次郎 (Rank 23)110100.0%

Most played opponents, most recent first

neary (Rank 30)2026/10/09110100.0%
omuretukun (Rank 25)2026/10/09110100.0%
豆次郎 (Rank 23)2026/10/09110100.0%
さざび (Rank 29)2026/10/09110100.0%
どろパイ (Rank 30)2026/10/02220100.0%
maniaki (Rank 26)2026/10/0285362.5%

Round openings

Every character

Middle Smash6P into Middle Smash Sword6PK410.8%
Bil Jee6P+K into forward movement25.4%
SokutankyakuK+G into Shishi DaichoukouK+GP25.4%
Toushou66P25.4%
punchP25.4%
Bil Jee6P+K12.7%
Dantai4K12.7%
Hai Shiki2P+K+G into SenshippoP+K12.7%
Middle Smash6P12.7%
Squat Straight2P12.7%
Toushou66P into Kakushu Suigeki6P12.7%
backdash into Beat & Back KnuckleP+KP12.7%
backdash into Bil Jee6P+K12.7%
backdash into Kaisei Tento1P+K12.7%
backdash into Long Stride Back Knuckle4P+K12.7%

15 further openings account for the other 15 rounds.

Counted from 10 of the 11 matches played. The rest were not pulled for openings.

Jacky

Career
36–7 · 83.7%
This season
7 matches · 71.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P into Middle Smash Sword6PK419.1%
Bil Jee6P+K into forward movement29.5%
Bil Jee6P+K14.8%
Middle Smash6P14.8%
Squat Straight2P14.8%
backdash into Beat & Back KnuckleP+KP14.8%
backdash into Bil Jee6P+K14.8%
backdash into Long Stride Back Knuckle4P+K14.8%
backdash into evade up14.8%
crouch dash forward into Smash Straight3P14.8%
evade up into punchP14.8%
forward dash into Long Stride Back Knuckle4P+K14.8%
forward movement into Beat KnuckleP+K14.8%
forward movement into Punch High KickPK14.8%
guardG into throwP+G14.8%

2 further openings account for the other 2 rounds.

Counted from 6 of the 7 matches played. The rest were not pulled for openings.

Lei Fei

Career
135–30 · 81.8%
This season
4 matches · 75.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

SokutankyakuK+G into Shishi DaichoukouK+GP212.5%
Toushou66P212.5%
Dantai4K16.2%
Hai Shiki2P+K+G into SenshippoP+K16.2%
Toushou66P into Kakushu Suigeki6P16.2%
backdash into Kaisei Tento1P+K16.2%
crouch dash forward into Gaiken6P+K16.2%
offensive move16.2%
offensive move into Hai Shiki2P+K+G16.2%
offensive move into kickK16.2%
punchP16.2%
punchP into Chutenhou3P16.2%
punchP into Gaida Santen6P+KP16.2%
punchP into forward dash16.2%

Not counted here: Akira, Sarah. 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)