VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

anaconda__BN2

  • Lau
  • Jeffry
  • Lion
  • Sarah
  • Shun
Career matches2,464
Career win rate73.1%
Round win rate56.5%
Peak rank28
Distinct opponents8
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1539 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—2581738567.0%
Lion272381647468.9%
Shun282351666970.6%
Kage—1831305371.0%
Jeffry271671293877.2%
Vanessa—1651234274.5%
Wolf—1631125168.7%
Taka—1521104272.4%
Lau271441133178.5%
Goh—1401093177.9%
Jacky—135993673.3%
Sarah251331013275.9%
Aoi—112832974.1%
Jean—99792079.8%
Brad—86741286.0%
Akira—54371768.5%

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

34 of 46 rounds counted

9.2 inputs a second (549 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Lau8.752411
Jeffry9.25528
Lion9.45665
Sarah9.35575
Shun9.55715

By opponent's character

Aoi8.852813
Akira9.25528
Jean9.45663
Lau9.55715
Pai9.45665

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

Aoi31233.3%-39.2
Akira21150.0%-28.1
Jacky220100.0%+48.8
Jean110100.0%+29.7
Lau110100.0%+54.8
Pai1010.0%-68.8
Wolf110100.0%+41.1

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

Low Fence53260.0%-10.6
Full Fence21150.0%-0.7
Breakable Full Fence110100.0%+41.1
Octagon110100.0%+36.0
Open110100.0%+29.7
Rectangle1010.0%-74.0

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
Walls560.0%59.7%+0.3
No walls666.7%67.0%-0.3

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

Most played opponents, most recent first

あぶらこ (Rank 27)2026/09/071010.0%
亀 (Rank 26)2026/09/0721150.0%
masami.mac (Rank 25)2026/09/07110100.0%
108 (Rank 25)2026/09/0721150.0%
[Garnet]agingcurvedAjeossi (Rank 27)2026/09/071010.0%
kazupon_myst/かずぽん (Rank 31)2026/07/03110100.0%
kuni_sato (Rank 26)2026/03/30220100.0%
μ (Rank 26)2026/03/30110100.0%

Round openings

Every character

backdash into Kensou4P48.7%
Koryu Tenshinkyaku6K+G24.3%
backdash into Dantai3K24.3%
backdash into Double Hammer Down43P24.3%
backdash into Hell Dunk Elbow2P+K24.3%
backdash into Senchutai3K24.3%
backdash into evade down24.3%
crouch into Renshou Tenshinkyaku3PPPK24.3%
forward dash into Quick Knee and Toe Kick6KK24.3%
Enjin Senpukyaku4K+G12.2%
Fukko Kensou1P into crouch12.2%
Honshin Rensenkyaku4K+G into backward movement12.2%
Touku Shashou897P+K12.2%
Touku Shashou897P+K into Sako Soushou4P+K12.2%
Touku Shashou897P+K into Tenshin EngekishouP+K12.2%

20 further openings account for the other 20 rounds.

Lau

Career
113–31 · 78.5%
This season
6 matches · 83.3%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kensou4P417.4%
Koryu Tenshinkyaku6K+G28.7%
backdash into Senchutai3K28.7%
crouch into Renshou Tenshinkyaku3PPPK28.7%
Enjin Senpukyaku4K+G14.3%
Fukko Kensou1P into crouch14.3%
Touku Shashou897P+K14.3%
Touku Shashou897P+K into Sako Soushou4P+K14.3%
Touku Shashou897P+K into Tenshin EngekishouP+K14.3%
backdash into Fukko Kensou1P14.3%
backdash into Honten Rakutoutai46K+G14.3%
backdash into Saishikkyaku4K14.3%
backdash into evade down14.3%
backdash into punchP14.3%
backward movement into Fukko Kensou1P14.3%

2 further openings account for the other 2 rounds.

Jeffry

Career
129–38 · 77.2%
This season
2 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P225.0%
backdash into Hell Dunk Elbow2P+K225.0%
backdash into Ducking Low2K+G112.5%
backdash into Kenka Hook46P112.5%
backdash into Rising Hammer43PP112.5%
backdash into Tsunami Beat3K+G112.5%

Lion

Career
164–74 · 68.9%
This season
1 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Dantai3K240.0%
Zensou Tenshinkyaku44K+G into crouch120.0%
backdash into Sentai4K120.0%
evade up into Shicchi Soutai3K+G120.0%

Sarah

Career
101–32 · 75.9%
This season
1 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Quick Knee and Toe Kick6KK240.0%
backdash into Quick Knee and Toe Kick6KK120.0%
forward dash into Mellow Heel Kick6K+G120.0%
forward movement into punchP120.0%

Shun

Career
166–69 · 70.6%
This season
1 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Rensenkyaku4K+G into backward movement120.0%
backdash120.0%
backdash into Honshin TankaP+K120.0%
backdash into evade down120.0%
evade up into Gyou'in Haishu3P120.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Shun: not tested (too few rounds)