VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

ppp_ppp_pppk

Career matches417
Career win rate64.5%
Round win rate59.1%
Peak rank32
Distinct opponents119
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1459 #2,271 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

Pai3241726914864.5%

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

1,098 of 1,098 rounds counted

8.6 inputs a second (515 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.65151,098

By opponent's character

Akira8.8526174
Wolf8.5511140
Lau8.6517119
Jacky8.7519109
Jeffry8.651789
Kage8.350085
Goh8.047950
Brad8.752441
Vanessa8.450641
Pai8.651336
Sarah8.651335
Lion8.852732
Jean8.651827
Shun8.752321
Taka8.148621
Aoi8.752417
El Blaze9.054220
Lei Fei8.450417
Dural9.355612
Eileen8.350012

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

Akira41251661.0%-8.4
Wolf3526974.3%+10.1
Lau30151550.0%-16.4
Jacky28181064.3%-0.3
Jeffry2420483.3%+15.5
Kage2012860.0%+7.5
Goh137653.9%-23.3
Brad1210283.3%+23.2
Vanessa116554.5%-8.2
Pai109190.0%+17.9
Sarah95455.6%-10.5
Lion83537.5%-10.4
Jean65183.3%+27.2
Shun65183.3%+24.4
Taka64266.7%-10.6
Aoi53260.0%+42.4
El Blaze51420.0%-17.7
Lei Fei42250.0%-25.6
Dural3030.0%-35.4
Eileen31233.3%-31.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Breakable Half Fence36221461.1%-2.1
Low Fence34181652.9%-10.8
Half Fence31211067.7%+1.8
Open30181260.0%-7.0
Octagon29171258.6%-7.8
Full Fence27151255.6%+0.9
Breakable Full Fence2218481.8%+16.2
Rectangle2216672.7%+11.3
Single Wall2013765.0%+0.9
Full Fence and Open148657.1%-3.3

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16765.3%63.1%+2.1
No walls8458.3%64.2%-5.9

Walls against open: +8.0 points (95% range -5.8 to +21.8), p 0.255 — 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

ヘニオ (Rank 34)2026/10/1752340.0%
鳩男 (Rank 32)2026/10/1631233.3%
JOHNFLOE (Rank 29)2026/10/1532166.7%
remiuyu (Rank 30)2026/10/1532166.7%
striker0123 (Rank 31)2026/10/1595455.6%
クロサギ@はなちゃん (Rank 32)2026/10/1563350.0%
maruneru-_-khs (Rank 35)2026/10/1465183.3%
nanami.madogiwa (Rank 31)2026/10/1451420.0%
n-nova06 (Rank 33)2026/10/1154180.0%
Kwiitter_KR (Rank 31)2026/10/0951420.0%
あ (Rank 28)2026/10/0332166.7%
GreenJacky (Rank 32)2026/10/0353260.0%
いかちゃPC直した (Rank 30)2026/10/0352340.0%
nora-tanuki07 (Rank 27)2026/09/3043175.0%
MARUKO922 (Rank 31)2026/09/2463350.0%
wakakoma_s (Rank 30)2026/09/2432166.7%
DDaDDai (Rank 29)2026/09/2254180.0%
kimxxxtt (Rank 23)2026/09/1832166.7%
crazy7infinty (Rank 29)2026/09/1732166.7%
KAZAN6325 (Rank 24)2026/09/16440100.0%
だっちん (Rank 20)2026/09/1543175.0%
elpopo_3378 (Rank 36)2026/09/1152340.0%
jeffry-651400 (Rank 14)2026/09/08440100.0%
funtersama (Rank 12)2026/09/0331233.3%
n3 (Rank 40)2026/08/2731233.3%

Round openings

Pai

Career
269–148 · 64.5%
This season
279 matches · 63.4%
Peak rank
32

First hit in 54.8% of 743 rounds. Won 66.6% of the rounds they struck first, 57.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 61.7% of rounds, against 38.8% in their other rounds.
  • Against Akira: backs off first in 28.4% of rounds, against 10.9% against everyone else.
  • In round 4 or later: opens with “PP Renshou into PPK Renken Toukyaku” in 13.7% of rounds, against 4.7% in their other rounds.

How is this tested?

RenshouPP into Renken ToukyakuPPK516.8%
Senchuken6P466.2%
Ensei Haijinkyaku7K+G385.1%
crouch into Renka Sentai2KK223.0%
punchP into RenshouPP212.8%
backdash into Tenshin Oushoushou46P+K202.7%
evade up into crouch dash forward182.4%
Senchuken6P into crouch dash forward162.1%
RenshouPP into RaigekishouPPP152.0%
evade down into Souka Rensui3PP131.8%
evade down into forward dash121.6%
Renken ToukyakuPPK into Renken ToukikyakuPPKK111.5%
evade down into Souanshou3P+K111.5%
guardG into throw escape111.5%
crouch dash back into Meishouho4P+K+G101.3%

179 further openings account for the other 429 rounds.

Counted from 190 of the 279 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
Wolf17–4 · 81%5–3 · 62%too few to test
Akira12–4 · 75%3–0 · 100%too few to test
Jeffry11–2 · 85%7–2 · 78%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.

89 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 (14 here; about 0.7 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: 3 of 14 tests hold up