VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

ibusys

Career matches5,406
Career win rate49.7%
Round win rate46.9%
Peak rank33
Distinct opponents155
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1579 #1,491 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

Pai335,4062,6862,72049.7%

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

1,455 of 1,656 rounds counted

5.1 inputs a second (306 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.13061,455

By opponent's character

Jacky5.1305230
Lion5.1309149
Jean5.1304127
Sarah5.2310157
El Blaze5.0298105
Aoi5.029885
Jeffry5.231586
Wolf5.332073
Goh4.929456
Kage5.030162
Lau5.231273
Brad5.331958
Akira5.130548
Pai4.929647
Lei Fei5.230930
Vanessa5.432325
Taka4.929320
Shun5.231310
Eileen5.231014

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

Jacky64283643.8%-2.5
Lion50143628.0%-12.8
Jean41241758.5%+16.3
Sarah39201951.3%+6.8
El Blaze28141450.0%+7.7
Aoi26111542.3%-3.2
Jeffry24121250.0%+5.6
Wolf2013765.0%+17.6
Goh1871138.9%-5.8
Kage1881044.4%+0.6
Lau1881044.4%-2.0
Brad178947.1%+0.5
Akira1431121.4%-26.4
Pai114736.4%-7.8
Lei Fei84450.0%+8.5
Vanessa62433.3%-6.8
Taka51420.0%-24.9
Shun42250.0%-1.5
Eileen31233.3%-23.1

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.

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

Open52272551.9%+8.7
Rectangle49193038.8%-4.9
Half Fence46252154.4%+12.0
Breakable Full Fence43192444.2%-2.0
Single Wall42162638.1%-4.7
Breakable Half Fence41202148.8%+1.2
Low Fence36191752.8%+9.1
Octagon34112332.4%-12.0
Full Fence29101934.5%-11.1
Full Fence and Open2161528.6%-19.9

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24243.0%44.8%-1.8
No walls13047.7%43.7%+4.0

Walls against open: -5.8 points (95% range -16.4 to +4.9), p 0.290 — 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

お~ちゃん (Rank 33)2026/10/1684450.0%
鳩男 (Rank 32)2026/10/1476185.7%
BigBoin (Rank 36)2026/10/1252340.0%
れもん@のびしろF (Rank 33)2026/10/101331023.1%
popular_secret9 (Rank 31)2026/09/2583537.5%
ふぇに (Rank 36)2026/09/1851420.0%
B軍団 (Rank 36)2026/09/1874357.1%
tamaneen (Rank 29)2026/09/1453260.0%
ジークリオン (Rank 35)2026/09/115050.0%
ぶーん (Rank 32)2026/09/0954180.0%
ガリバー (Rank 32)2026/09/0553260.0%
小名浜DC (Rank 35)2026/09/0553260.0%
Mona (Rank 34)2026/08/2962433.3%
あっしゅさんとごち昌 (Rank 29)2026/08/2974357.1%
金子です (Rank 30)2026/08/2753260.0%
delicioso (Rank 32)2026/08/24157846.7%
滝太郎(Takitarou) (Rank 31)2026/08/2451420.0%
アドリブ使い (Rank 33)2026/08/2161516.7%
ぬっき~@ (Rank 29)2026/07/2651420.0%
aona (Rank 35)2026/06/1352340.0%
タイヨウ (Rank 30)2026/06/0465183.3%
みんみんさん (Rank 35)2026/06/0492722.2%
fukuchan_tenjin (Rank 35)2026/06/0372528.6%
躑躅 (Rank 32)2026/05/1851420.0%
UltimateGohan (Rank 34)2026/05/1782625.0%

Round openings

Pai

Career
2,686–2,720 · 49.7%
This season
414 matches · 44.4%
Peak rank
33

First hit in 47.2% of 1,497 rounds. Won 51.5% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 8.8% of rounds, against 1.7% in their other rounds.
  • Against Jacky: backs off first in 44.1% of rounds, against 33.7% against everyone else.
  • After losing a round: backs off first in 43.4% of rounds, against 30.5% after winning one.
  • When behind: backs off first in 42.7% of rounds, against 30.3% when ahead or level.
  • In round 1: opens with “backdash into evade down” in 10.1% of rounds, against 4.6% in their other rounds.
  • Against Pai: opens with “crouch into 3PP Souka Rensui” in 19.1% of rounds, against 3.8% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 14.3% of rounds, against 4.0% after anything else.
  • After losing a round: opens with “backdash into evade down” in 8.0% of rounds, against 0.9% after winning one.
  • When behind: opens with “backdash into evade down” in 8.0% of rounds, against 2.0% when ahead or level.

How is this tested?

crouch into down-back kick1K1026.8%
backdash into evade down906.0%
punchP906.0%
crouch into Souka Rensui3PP644.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK442.9%
Honshin Soukyaku1K+G412.7%
Meishouho4P+K+G352.3%
RenshouPP into RaigekishouPPP352.3%
Ensei Haijinkyaku7K+G342.3%
punchP into RenkentaiPK342.3%
Tenshi Katsumentai Haishin2P+KK into Renkan Tenshin Jujishou2P+KKP312.1%
backdash into kickK302.0%
crouch dash back into offensive move281.9%
backdash into Meishouho4P+K+G261.7%
Meishouho4P+K+G into Ensei SenpukyakuK+G251.7%

205 further openings account for the other 798 rounds.

Counted from 375 of the 414 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
Jacky17–19 · 47%8–8 · 50%too few to test
Lion6–18 · 25%6–17 · 26%too few to test
Jean12–10 · 55%7–4 · 64%too few to test
Sarah3–6 · 33%10–7 · 59%too few to test
Aoi7–9 · 44%4–3 · 57%too few to test
El Blaze8–5 · 62%5–6 · 45%too few to test
Jeffry7–0 · 100%1–7 · 12%too few to test
Wolf8–6 · 57%4–1 · 80%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.

39 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 (15 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: 9 of 15 tests hold up