VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

vivid_dot4

Career matches4,873
Career win rate50.0%
Round win rate48.9%
Peak rank36
Distinct opponents281
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1737 #637 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

Pai364,8732,4352,43850.0%

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

3,840 of 3,840 rounds counted

5.2 inputs a second (312 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.23123,840

By opponent's character

Akira5.3318573
Jacky5.1308408
Jean5.2311260
Goh5.0298254
Pai5.2314260
Lau5.3317255
Brad5.2312203
Jeffry5.3317203
Wolf5.2313203
Lion4.9296192
El Blaze5.2313167
Kage5.2311172
Lei Fei5.2314158
Sarah5.2312140
Aoi4.828682
Taka5.432287
Dural5.432774
Vanessa5.230971
Shun5.332139
Eileen5.432139

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

Akira142637944.4%-4.9
Jacky102445843.1%-4.1
Jean65263940.0%-5.5
Goh64333151.6%+6.4
Pai64323250.0%-0.6
Lau62283445.2%-5.2
Brad50232746.0%-3.4
Jeffry50302060.0%+6.8
Wolf50282256.0%+5.3
Lion49183136.7%-7.3
El Blaze41231856.1%+3.5
Kage41241758.5%+8.2
Lei Fei40182245.0%-1.8
Sarah35181751.4%-0.8
Aoi22111150.0%-2.9
Taka2113861.9%+10.5
Dural1912763.2%+12.2
Vanessa1913668.4%+20.4
Shun116554.5%-4.2
Eileen95455.6%+11.8

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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 Fence112486442.9%-6.3
Low Fence107624557.9%+10.3
Breakable Full Fence105505547.6%-1.0
Single Wall99465346.5%-4.6
Rectangle94445046.8%-1.4
Breakable Half Fence93444947.3%-2.3
Full Fence91434847.2%-1.6
Open83374644.6%-5.6
Octagon80493161.2%+12.8
Full Fence and Open43232053.5%+6.9

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
Walls57548.3%48.7%-0.4
No walls28950.2%49.7%+0.5

Walls against open: -0.9 points (95% range -8.4 to +6.6), p 0.818 — 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

orz (Rank 32)2026/09/02139469.2%
elf4sale (Rank 33)2026/09/02169756.2%
猫まま (Rank 37)2026/08/3192722.2%
danimura (Rank 35)2026/08/312091145.0%
ムカつきが止まらない (Rank 34)2026/08/3194544.4%
漂泊の民回線ジプシー (Rank 38)2026/08/31112918.2%
寿司眼鉄 (Rank 36)2026/08/31125741.7%
躑躅 (Rank 37)2026/08/31103730.0%
へっぽこラウ (Rank 34)2026/08/31103730.0%
타우끼/taukee (Rank 38)2026/08/311911857.9%
무파ZeroBlue (Rank 35)2026/08/301912763.2%
LEEGOSEGA (Rank 38)2026/08/30113827.3%
nidaimebannai (Rank 35)2026/08/28114736.4%
アドリブ使い (Rank 33)2026/07/29105550.0%
俺様バーンズ (Rank 36)2026/07/25112918.2%
BommyKnocker (Rank 36)2026/07/25157846.7%
五寸釘くん (Rank 35)2026/07/25116554.5%
구닥스트렌져 (Rank 32)2026/07/17139469.2%
ねこむーと (Rank 37)2026/07/1781712.5%
hyun-sibaru-man (Rank 33)2026/07/1039221756.4%
NORESPECT (Rank 35)2026/07/09107370.0%
ウシジマ (Rank 34)2026/06/2784450.0%
yas_md (Rank 34)2026/06/22103730.0%
Hi:D (Rank 31)2026/06/2194544.4%
kkotgerang (Rank 30)2026/06/21128466.7%

Round openings

Pai

Career
2,435–2,438 · 50.0%
This season
956 matches · 49.0%
Peak rank
36

First hit in 49.6% of 3,796 rounds. Won 52.8% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 49.6% of rounds, against 28.3% in their other rounds.
  • Against Akira: backs off first in 9.6% of rounds, against 3.4% against everyone else.
  • On Breakable Full Fence stages: moves in first in 49.7% of rounds, against 38.4% on the other stages.
  • After opening the round before by moving in: moves in first in 53.5% of rounds, against 24.6% after anything else.
  • After losing a round: moves in first in 45.3% of rounds, against 28.8% after winning one.
  • When behind: moves in first in 45.4% of rounds, against 34.8% when ahead or level.
  • After landing the first hit of the round before: backs off first in 4.2% of rounds, against 2.6% after being hit first.
  • In round 2: opens with “forward dash into G guard” in 11.9% of rounds, against 7.3% in their other rounds.
  • Against El Blaze: opens with “forward dash into G guard” in 24.6% of rounds, against 7.7% against everyone else.
  • On Half Fence stages: opens with “G guard” in 15.9% of rounds, against 9.8% on the other stages.
  • After opening the round before with “forward movement into G guard”: opens with “forward movement into G guard” in 21.8% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “forward dash into G guard” in 11.1% of rounds, against 6.0% after winning one.
  • When behind: opens with “forward movement into forward dash” in 7.0% of rounds, against 4.5% when ahead or level.

How is this tested?

guardG39710.3%
forward dash into guardG3248.4%
crouch dash forward into guardG2847.4%
forward movement into guardG2416.3%
forward movement into forward dash2225.8%
Senchuken6P1684.4%
Soukasui3P into Souka Rensui3PP1503.9%
Honshin Soukyaku1K+G1233.2%
Ensei Haijinkyaku7K+G1163.0%
Tenshin Oushoushou46P+K1122.9%
crouch dash forward into evade down1042.7%
forward dash into forward movement1002.6%
Meishouho4P+K+G852.2%
evade up into guardG701.8%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK591.5%

216 further openings account for the other 1,293 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira33–45 · 42%24–29 · 45%+0.9
Jacky35–40 · 47%7–13 · 35%too few to test
Jean13–25 · 34%7–9 · 44%too few to test
Goh22–15 · 59%4–12 · 25%too few to test
Pai17–24 · 41%13–7 · 65%too few to test
Lau13–23 · 36%12–7 · 63%too few to test
Brad11–14 · 44%11–9 · 55%too few to test
Jeffry22–9 · 71%3–7 · 30%too few to test
Wolf16–12 · 57%12–9 · 57%too few to test
Lion12–17 · 41%3–11 · 21%too few to test
El Blaze12–9 · 57%11–8 · 58%too few to test
Kage14–13 · 52%9–2 · 82%too few to test
Lei Fei10–15 · 40%5–6 · 45%too few to test
Sarah13–9 · 59%5–4 · 56%too few to test
Aoi9–8 · 53%2–3 · 40%too few to test
Taka9–7 · 56%4–1 · 80%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.

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: 13 of 16 tests hold up