VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

wooo-2309

Career matches6,584
Career win rate47.3%
Round win rate48.0%
Peak rank28
Distinct opponents219
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1417 #2,560 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

Pai286,5843,1153,46947.3%

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

2,092 of 2,461 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.03582,092

By opponent's character

Akira5.9353284
Wolf6.2370221
Jacky6.1364205
Pai5.9356184
Aoi5.7343160
Jean5.9355119
Sarah6.0360148
Jeffry6.1364110
Vanessa6.0359120
Kage5.8349100
Lau6.036097
El Blaze5.734051
Goh6.136698
Lion6.036154
Brad6.036125
Lei Fei6.036244
Taka5.935437
Shun6.036027
Eileen5.63358

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

Akira81384346.9%+1.4
Wolf61332854.1%+5.4
Jacky54243044.4%-0.6
Pai54183633.3%-13.2
Aoi46212545.6%-5.5
Jean43241955.8%+11.6
Sarah40202050.0%-0.2
Jeffry35191654.3%+12.8
Vanessa3482623.5%-22.1
Kage29161355.2%+12.0
Lau28111739.3%-8.2
El Blaze24141058.3%+10.4
Goh24131154.2%+7.4
Lion2171433.3%-9.7
Brad116554.5%+9.4
Lei Fei105550.0%+0.4
Taka96366.7%+13.8
Shun82625.0%-24.6
Eileen21150.0%-5.1

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.

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 Fence91484352.8%+7.5
Breakable Half Fence73324143.8%-5.1
Breakable Full Fence65263940.0%-4.8
Open63362757.1%+8.8
Single Wall62253740.3%-5.6
Octagon61293247.5%+1.1
Low Fence50272354.0%+3.8
Rectangle49202940.8%-6.0
Half Fence45242153.3%+8.4
Full Fence and Open30111936.7%-10.4

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
Walls38446.6%46.3%+0.3
No walls17550.3%48.2%+2.1

Walls against open: -1.8 points (95% range -10.7 to +7.2), p 0.697 — 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

VF5FSKAGE (Rank 28)2026/10/1854180.0%
oichanJP (Rank 28)2026/10/1652340.0%
HIROCHILL (Rank 29)2026/10/12156940.0%
格雷希欧 (Rank 24)2026/10/1264266.7%
ゅろぽ (Rank 24)2026/10/1162433.3%
calmknight[냠냠] (Rank 29)2026/10/0463350.0%
48歳技覚えられないよ (Rank 26)2026/10/0398188.9%
gimoring (Rank 29)2026/10/03103730.0%
M&E (Rank 23)2026/10/0396366.7%
ぽん (Rank 27)2026/10/0252340.0%
Wonda15426 (Rank 27)2026/09/1353260.0%
パイオツカイデ (Rank 26)2026/09/062361726.1%
Sinabro (Rank 28)2026/09/0361516.7%
hahaha (Rank 28)2026/09/03114736.4%
カミナリおやじ (Rank 27)2026/09/0262433.3%
be-shedded (Rank 28)2026/08/3195455.6%
μ (Rank 28)2026/08/27114736.4%
kimxxxtt (Rank 24)2026/08/2553260.0%
DDaDDai (Rank 28)2026/08/2575271.4%
失礼!スマッシュ☆彡 (Rank 28)2026/08/24145935.7%
Jyuryoku_Eileen (Rank 26)2026/08/1784450.0%
金田一の少年 (Rank 27)2026/08/0553260.0%
メーティオン 敦美(FF14 (Rank 25)2026/07/25105550.0%
tawava (Rank 29)2026/07/2351420.0%
fazz00r (Rank 26)2026/07/2252340.0%

Round openings

Pai

Career
3,115–3,469 · 47.3%
This season
614 matches · 46.6%
Peak rank
28

First hit in 50.7% of 2,248 rounds. Won 50.0% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 36.7% of rounds, against 12.3% in their other rounds.
  • Against Akira: waits first in 29.6% of rounds, against 16.7% against everyone else.
  • After opening the round before by waiting: waits first in 21.2% of rounds, against 10.0% after anything else.
  • In round 4 or later: opens with “backdash into 3P Soukasui” in 8.0% of rounds, against 4.2% in their other rounds.
  • Against Vanessa: opens with “backdash into G guard” in 22.1% of rounds, against 7.0% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 18.7% of rounds, against 6.7% after anything else.
  • After winning a round: opens with “7K+G Ensei Haijinkyaku” in 8.3% of rounds, against 4.1% after losing one.
  • When behind: opens with “3P Soukasui into 3PP Souka Rensui” in 8.7% of rounds, against 4.8% when ahead or level.

How is this tested?

backdash into Souka Rensui3PP2079.2%
backdash into guardG1797.9%
Ensei Haijinkyaku7K+G1175.2%
backdash into Soukasui3P1165.1%
Soukasui3P into Souka Rensui3PP1094.8%
guardG into evade down944.2%
Kochoukyaku4K+G853.8%
crouch into down-back kick1K793.5%
backdash into Rikensui1P642.8%
guardG612.7%
down-back punch+kick1P+K522.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK472.1%
guardG into backdash472.1%
backdash into Honshin Soukyaku1K+G462.0%
backdash into Kochoukyaku4K+G381.7%

172 further openings account for the other 915 rounds.

Counted from 564 of the 614 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
Akira19–23 · 45%15–11 · 58%too few to test
Wolf16–13 · 55%10–10 · 50%too few to test
Jacky15–16 · 48%7–4 · 64%too few to test
Pai13–24 · 35%2–6 · 25%too few to test
Aoi11–16 · 41%8–8 · 50%too few to test
Jean18–15 · 55%5–2 · 71%too few to test
Sarah11–6 · 65%8–11 · 42%too few to test
Jeffry9–14 · 39%7–1 · 88%too few to test
Vanessa4–18 · 18%3–4 · 43%too few to test
Goh9–5 · 64%2–2 · 50%too few to test
Kage9–7 · 56%2–2 · 50%too few to test
Lau5–9 · 36%4–5 · 44%too few to test
El Blaze10–5 · 67%3–2 · 60%too few to test
Lion3–7 · 30%3–6 · 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.

50 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: 8 of 15 tests hold up