VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

wilow17

Career matches2,001
Career win rate45.4%
Round win rate49.3%
Peak rank25
Distinct opponents52
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1367 #2,830 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

Pai252,0019091,09245.4%

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

616 of 645 rounds counted

8.2 inputs a second (493 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.2493616

By opponent's character

Jacky8.4506113
Vanessa8.450384
Aoi8.148780
Akira8.048054
Wolf8.249441
Jeffry7.545238
Jean7.846531
Pai8.551232
Sarah7.847132
Brad8.852530
Shun8.551124
Dural9.054219
Kage7.645520
Lei Fei9.054011
El Blaze6.43867

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

Jacky34191555.9%+10.4
Vanessa2481633.3%-8.1
Aoi2081240.0%-12.0
Akira168850.0%+1.2
Wolf104640.0%-8.2
Jeffry97277.8%+14.5
Jean85362.5%+17.6
Pai84450.0%-0.1
Sarah85362.5%+4.3
Brad75271.4%-1.9
Shun62433.3%-28.1
Dural52340.0%-5.8
Kage54180.0%+23.0
Lei Fei32166.7%+7.8
El Blaze2020.0%-33.8

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Low Fence32151746.9%-0.7
Single Wall24111345.8%-6.2
Rectangle1712570.6%+19.1
Octagon159660.0%+17.8
Open1441028.6%-18.8
Breakable Half Fence135838.5%-12.3
Half Fence137653.9%-1.6
Breakable Full Fence124833.3%-23.6
Full Fence86275.0%+10.5
Full Fence and Open550100.0%+58.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls7855.1%52.8%+2.4
No walls7042.9%48.4%-5.5

Walls against open: +7.9 points (95% range -11.1 to +26.9), p 0.415 — 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

Kaz (Rank 26)2026/10/1631233.3%
AGジャッキー (Rank 26)2026/10/1452340.0%
snjpeeee (Rank 21)2026/10/1354180.0%
naska3th (Rank 27)2026/10/0731233.3%
みお@Xyz (Rank 25)2026/10/076060.0%
獣王ガチョーン (Rank 27)2026/10/072371630.4%
AiokometeZ (Rank 23)2026/09/1532166.7%
Leejang (Rank 21)2026/09/154040.0%
SpaceKnight (Rank 26)2026/09/02440100.0%
パニガーレ (Rank 24)2026/08/2132166.7%
TAIDADA (Rank 27)2026/08/2132166.7%
トローリロートル (Rank 23)2026/08/0442250.0%
6132da (Rank 24)2026/08/0431233.3%
Rosagigantea (Rank 26)2026/08/0431233.3%
kagemaru (Rank 22)2026/08/0432166.7%
Enemyunit (Rank 25)2026/07/3052340.0%
紫荆一头牛 (Rank 24)2026/07/3054180.0%
Momomia (Rank 25)2026/07/2481712.5%
Martin1833 (Rank 23)2026/07/2364266.7%
yagi[JP] (Rank 21)2026/07/22440100.0%
Melt (Rank 26)2026/07/1831233.3%
yasai (Rank 21)2026/07/1631233.3%
ぽん (Rank 24)2026/07/1642250.0%
kimxxxtt (Rank 22)2026/06/1832166.7%
G13 (Rank 21)2026/06/1143175.0%

Round openings

Pai

Career
909–1,092 · 45.4%
This season
165 matches · 50.3%
Peak rank
25

First hit in 66.0% of 512 rounds. Won 54.4% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 88.0% of rounds, against 80.0% after losing one.
  • When ahead: attacks straight away in 92.1% of rounds, against 80.0% when level or behind.
  • In round 1: opens with “PP Renshou into PPP Raigekishou” in 13.8% of rounds, against 2.6% in their other rounds.

How is this tested?

punchP into RenshouPP5210.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK377.2%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK326.2%
punchP295.7%
RenshouPP into RaigekishouPPP285.5%
Rikensui1P285.5%
Meishouho4P+K+G into Ensei SenpukyakuK+G234.5%
Henshin Engeki44P into Ensei Soushouheki4P183.5%
evade up into Hi'en Rekkyaku9KK173.3%
Honshin Soukyaku1K+G163.1%
crouch into Honshin Soukyaku1K+G152.9%
punchP into Ensei Soushouheki4P152.9%
Haitenkyaku7K142.7%
crouch into Souka Senpukyaku3PK132.5%
Hansenpu44K into Touku Kouhaikyaku44KK122.3%

58 further openings account for the other 163 rounds.

Counted from 130 of the 165 matches played. The rest were not pulled for openings.

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