VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

koutarou2815

Career matches2,208
Career win rate48.0%
Round win rate52.2%
Peak rank27
Distinct opponents89
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1371 #2,802 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

Pai272,2081,0611,14748.0%

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

425 of 584 rounds counted

6.7 inputs a second (399 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.7399425

By opponent's character

Aoi6.539074
Akira6.941252
Pai6.740038
Jean6.438645
Jeffry6.740536
El Blaze6.538923
Lau6.840823
Lion6.840614
Goh6.538823
Lei Fei7.042212
Wolf7.242911
Jacky7.344011
Sarah6.941214
Kage6.639618
Shun6.337817
Vanessa6.639810
Taka6.53884

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

Aoi2371630.4%-19.5
Akira2213959.1%-4.6
Pai158753.3%+12.4
Jean106460.0%+18.5
Jeffry105550.0%-2.9
El Blaze95455.6%-4.3
Lau84450.0%-2.6
Lion72528.6%-23.1
Goh63350.0%-7.3
Lei Fei63350.0%+1.9
Wolf63350.0%-5.6
Jacky550100.0%+56.7
Sarah53260.0%+2.3
Kage43175.0%+35.1
Shun41325.0%-21.5
Vanessa21150.0%+5.5
Brad110100.0%+26.2
Taka110100.0%+51.1

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

Full Fence2116576.2%+29.2
Breakable Half Fence1971236.8%-13.6
Breakable Full Fence1871138.9%-13.8
Rectangle1761135.3%-13.2
Half Fence159660.0%+12.2
Low Fence137653.9%-1.4
Open127558.3%+15.6
Full Fence and Open94544.4%-13.6
Octagon85362.5%-0.8
Single Wall84450.0%-8.3

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
Walls9851.0%50.6%+0.4
No walls3354.5%51.8%+2.8

Walls against open: -2.4 points (95% range -21.8 to +17.1), p 0.813 — 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

GWO (Rank 25)2026/10/052020.0%
hexa-RAh (Rank 25)2026/10/0431233.3%
jackgnhang (Rank 27)2026/10/0221150.0%
どろパイ (Rank 29)2026/09/242020.0%
twinsshine (Rank 28)2026/09/1441325.0%
HaseMasa (Rank 25)2026/09/1232166.7%
コデリン03 (Rank 24)2026/09/1221150.0%
RENCYZOMB13 (Rank 26)2026/09/1131233.3%
Mon3tr (Rank 25)2026/09/0621150.0%
豆次郎 (Rank 22)2026/08/3142250.0%
potimaru1059 (Rank 23)2026/08/283030.0%
omuretukun (Rank 23)2026/08/2332166.7%
要你命3000 (Rank 26)2026/08/23220100.0%
t4a (Rank 24)2026/08/22330100.0%
Garuyan (Rank 27)2026/08/21220100.0%
失礼!スマッシュ☆彡 (Rank 26)2026/08/0331233.3%
CHASER (Rank 23)2026/08/0243175.0%
我叫山雞,雞巴的雞 (Rank 25)2026/07/262020.0%
Martin1833 (Rank 24)2026/07/262020.0%
砂の橋 (Rank 26)2026/06/2231233.3%
我的名字叫顺溜 (Rank 21)2026/06/1543175.0%
委員ちょ (Rank 21)2026/05/1721150.0%
nekota (Rank 22)2026/05/0832166.7%
soreagle (Rank 21)2026/04/21440100.0%
Penoco (Rank 23)2026/04/1921150.0%

Round openings

Pai

Career
1,061–1,147 · 48.0%
This season
144 matches · 51.4%
Peak rank
27

First hit in 51.4% of 568 rounds. Won 56.2% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 18.3% of rounds, against 5.9% in their other rounds.
  • Against Akira: moves in first in 34.8% of rounds, against 13.6% against everyone else.
  • After opening the round before by backing off: evades first in 13.2% of rounds, against 5.8% after anything else.
  • After losing a round: moves in first in 19.5% of rounds, against 11.0% after winning one.
  • In round 1: opens with “backdash into 46P+K Tenshin Oushoushou” in 15.5% of rounds, against 7.5% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 32.6% of rounds, against 13.2% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “forward movement into P punch” in 29.8% of rounds, against 12.2% after anything else.

How is this tested?

forward movement into punchP9416.1%
backdash into guardG589.9%
backdash into Tenshin Oushoushou46P+K559.4%
Ensei Haijinkyaku7K+G417.0%
backdash into backward movement376.3%
Soukasui3P into Souka Rensui3PP366.2%
backdash213.6%
Honshin Soukyaku1K+G101.7%
crouch into Renka Sentai2KK101.7%
crouch into down-back kick1K101.7%
evade down101.7%
up-forward kick+guard9K+G101.7%
Sensaitai2K into Renka Sentai2KK91.5%
backdash into Souka Rensui3PP91.5%
up, up-forward kick+guard89K+G91.5%

83 further openings account for the other 164 rounds.

Counted from 142 of the 144 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
Akira8–7 · 53%3–2 · 60%too few to test
Aoi5–12 · 29%1–2 · 33%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.

2 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: 7 of 15 tests hold up