VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

anzenpai

Career matches12,081
Career win rate49.5%
Round win rate49.7%
Peak rank37
Distinct opponents284
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1634 #1,137 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

Pai3712,0815,9856,09649.5%

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

4,735 of 5,844 rounds counted

5.2 inputs a second (315 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.23154,735

By opponent's character

Jacky5.4323491
Jean5.2314418
Akira5.2314365
Lion5.2313415
Aoi5.2312351
Jeffry5.3316254
Wolf5.3318349
Kage5.3317308
Sarah5.2310215
Pai5.5331256
Goh5.2309257
Lei Fei5.1304204
Lau5.2309203
Vanessa5.3321192
Brad5.2312109
El Blaze5.0301108
Shun5.1309116
Taka5.432474
Dural4.929525
Eileen4.828825

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

Jacky143687547.5%-4.5
Jean125755060.0%+10.8
Akira122596348.4%+0.5
Lion117615652.1%+3.0
Aoi99623762.6%+11.6
Jeffry98445444.9%-6.6
Wolf98445444.9%-5.6
Kage85404547.1%+1.8
Sarah75334244.0%-3.8
Pai72413156.9%+6.8
Goh70343648.6%+0.2
Lei Fei66313547.0%-3.5
Lau65263940.0%-10.7
Vanessa47212644.7%-8.5
Brad38162242.1%-6.0
El Blaze38241463.2%+16.9
Shun33141942.4%-7.2
Taka1971236.8%-5.4
Dural63350.0%-3.7
Eileen62433.3%-18.2

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Low Fence189979251.3%+1.9
Breakable Full Fence153728147.1%-4.3
Breakable Half Fence152787451.3%+1.1
Open152688444.7%-4.8
Single Wall144786654.2%+4.6
Octagon133686551.1%+3.4
Full Fence126537342.1%-9.5
Rectangle118625652.5%+2.5
Half Fence109515846.8%-0.8
Full Fence and Open79384148.1%-0.3

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
Walls79148.5%49.7%-1.2
No walls48550.1%49.6%+0.5

Walls against open: -1.7 points (95% range -7.3 to +4.0), p 0.561 — 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

マクシミリアン15世 (Rank 34)2026/10/182112957.1%
アドリブ使い (Rank 38)2026/10/18146842.9%
ルビーロマン葵 (Rank 34)2026/10/18136746.1%
ぷこ (Rank 38)2026/10/161912763.2%
ゲッパー (Rank 37)2026/10/16156940.0%
みんみんさん (Rank 36)2026/10/1430171356.7%
きよ丸 (Rank 35)2026/10/1421111052.4%
寿司眼鉄 (Rank 38)2026/10/131871138.9%
くろね@のびしろF (Rank 35)2026/10/1220101050.0%
会長さん (Rank 36)2026/10/05159660.0%
Umemon2026 (Rank 38)2026/10/0425101540.0%
BigBoin (Rank 35)2026/10/031711664.7%
ケツバッターA (Rank 34)2026/09/27129375.0%
ヘニオ (Rank 34)2026/09/242415962.5%
究極無敵 (Rank 38)2026/09/18125741.7%
小名浜DC (Rank 36)2026/09/15169756.2%
ぶーん (Rank 33)2026/09/13148657.1%
くりたろう (Rank 37)2026/09/111510566.7%
お~ちゃん (Rank 35)2026/08/282371630.4%
タピる。 (Rank 36)2026/08/051331023.1%
ジークリオン (Rank 35)2026/08/04158753.3%
どっせ (Rank 36)2026/08/02156940.0%
lapislazuli (Rank 37)2026/07/1721101147.6%
クレウル (Rank 34)2026/07/02124833.3%
さいたま梅澤/T.Umezawa (Rank 30)2026/06/21138561.5%

Round openings

Pai

Career
5,985–6,096 · 49.5%
This season
1,422 matches · 49.6%
Peak rank
37

First hit in 44.8% of 5,044 rounds. Won 52.5% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 48.8% of rounds, against 28.5% in their other rounds.
  • Against Akira: backs off first in 20.1% of rounds, against 7.9% against everyone else.
  • After the opponent opened the round before by attacking: evades first in 2.5% of rounds, against 1.2% after anything else.
  • After winning a round: backs off first in 14.3% of rounds, against 5.1% after losing one.
  • When ahead: backs off first in 13.1% of rounds, against 6.5% when level or behind.
  • In round 1: opens with “G guard into throw escape” in 9.7% of rounds, against 3.6% in their other rounds.
  • Against Lau: opens with “G guard into 3K Senchutai” in 9.3% of rounds, against 3.0% against everyone else.
  • After opening the round before with “G guard”: opens with “1K+G Honshin Soukyaku” in 10.1% of rounds, against 6.0% after anything else.
  • After losing a round: opens with “1K+G Honshin Soukyaku” in 10.8% of rounds, against 1.7% after winning one.
  • When behind: opens with “1K+G Honshin Soukyaku” in 11.2% of rounds, against 3.7% when ahead or level.

How is this tested?

guardG3567.0%
Honshin Soukyaku1K+G2665.2%
guardG into throw escape2595.1%
Meishouho4P+K+G into Kochoukyaku4K+G1933.8%
guardG into Senchutai3K1693.3%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK1603.1%
Ensei Touku Haikyaku66K+G1533.0%
backdash into Tenshin Oushoushou46P+K1422.8%
Soukasui3P into Souka Rensui3PP1402.8%
crouch into Senchutai3K1232.4%
Senchutai3K1202.4%
forward dash into Honshin Soukyaku1K+G1002.0%
forward movement into punchP961.9%
Souka Rensui3PP into Souka Raigekishou3PPP831.6%
Enbu Renkyaku6K+G821.6%

372 further openings account for the other 2,655 rounds.

Counted from 1,236 of the 1,422 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
Jacky31–34 · 48%26–23 · 53%-5.5
Akira22–24 · 48%28–19 · 60%-7.5
Lion27–26 · 51%19–20 · 49%+0.4
Jean30–22 · 58%28–15 · 65%-11.0
Jeffry23–23 · 50%12–19 · 39%+14.9
Wolf24–29 · 45%12–16 · 43%too few to test
Aoi23–7 · 77%16–11 · 59%too few to test
Sarah21–30 · 41%8–11 · 42%too few to test
Kage18–25 · 42%10–10 · 50%too few to test
Goh20–22 · 48%10–11 · 48%too few to test
Pai27–16 · 63%5–9 · 36%too few to test
Lau12–21 · 36%9–12 · 43%too few to test
Lei Fei11–11 · 50%10–10 · 50%too few to test
Vanessa11–18 · 38%7–3 · 70%too few to test
El Blaze12–8 · 60%5–3 · 62%too few to test
Brad13–15 · 46%1–3 · 25%too few to test
Shun8–8 · 50%4–5 · 44%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

186 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?

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

  • Pai: 10 of 16 tests hold up