VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

goyok

Career matches1,788
Career win rate57.9%
Round win rate53.8%
Peak rank42
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1968 #59 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

Pai421,7881,03575357.9%

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

1,095 of 1,354 rounds counted

9.4 inputs a second (566 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai9.45661,095

By opponent's character

Kage9.1548163
Jacky10.1607118
El Blaze8.953489
Lau9.2554101
Shun9.3558105
Goh9.657683
Akira9.959682
Pai9.858945
Wolf9.959262
Lion8.953759
Aoi8.953224
Brad9.154740
Eileen9.45644
Lei Fei9.456433
Jeffry9.858827
Vanessa9.355626
Sarah9.456523
Taka10.36177
Dural9.75844

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

Kage45232251.1%+1.1
Jacky40172342.5%-11.9
El Blaze39231659.0%+12.1
Lau30191163.3%+5.0
Shun2618869.2%+9.0
Goh2216672.7%+12.7
Akira2015575.0%+11.1
Pai20101050.0%-17.8
Wolf1711664.7%+0.7
Lion1331023.1%-34.3
Aoi115645.5%-19.1
Brad106460.0%-2.5
Eileen106460.0%+4.6
Lei Fei84450.0%-8.5
Jeffry75271.4%+7.3
Vanessa63350.0%-1.5
Sarah54180.0%+13.9
Taka220100.0%+39.4
Dural1010.0%-53.1

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

Single Wall44261859.1%-4.6
Open39201951.3%-8.8
Full Fence38241463.2%+5.5
Low Fence37201754.0%-6.8
Breakable Full Fence33161748.5%-5.0
Half Fence33151845.5%-6.9
Rectangle30201066.7%+13.6
Octagon2216672.7%+18.8
Full Fence and Open20101050.0%-8.2
Breakable Half Fence1612475.0%+19.3

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17259.9%54.7%+5.1
No walls12055.0%60.8%-5.8

Walls against open: +11.0 points (95% range -1.4 to +23.3), p 0.082 — 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

ラーメソマソ (Rank 45)2026/07/2742250.0%
manatsu_7 (Rank 41)2026/07/272281436.4%
ハティーン (Rank 40)2026/07/2763350.0%
ManEater (Rank 39)2026/07/2675271.4%
누가대통령입에재갈좀. (Rank 39)2026/07/2652340.0%
デネ (Rank 43)2026/07/2654180.0%
いくお (Rank 43)2026/07/2527161159.3%
弐代目け~じぃさん (Rank 41)2026/07/2575271.4%
かめやま (Rank 41)2026/07/2243175.0%
hanabilei (Rank 41)2026/07/2252340.0%
super-aokun0906 (Rank 39)2026/07/1975271.4%
no-0809 (Rank 38)2026/07/19126650.0%
klkun (Rank 41)2026/07/1965183.3%
超ボタン連打マ~ン (Rank 43)2026/07/1995455.6%
前野朋哉。 (Rank 40)2026/07/0476185.7%
究極無敵 (Rank 39)2026/07/0452340.0%
ゲッパー (Rank 38)2026/07/0376185.7%
ごうくんまん (Rank 40)2026/06/2943175.0%
jean (Rank 41)2026/06/2974357.1%
カンダタ (Rank 40)2026/06/2953260.0%
昆虫ちゃん (Rank 40)2026/06/2963350.0%
VIPism『稲庭飯』 (Rank 43)2026/06/1742250.0%
たつや (Rank 39)2026/03/2872528.6%
『ρε』.α (Rank 41)2026/03/2864266.7%
サンドイッチ (Rank 40)2026/03/2842250.0%

Round openings

Pai

Career
1,035–753 · 57.9%
This season
332 matches · 57.2%
Peak rank
42

First hit in 54.9% of 1,353 rounds. Won 56.3% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

  • In round 3: attacks straight away in 31.2% of rounds, against 22.4% in their other rounds.
  • Against El Blaze: moves in first in 24.2% of rounds, against 6.4% against everyone else.
  • After the opponent opened the round before by moving in: moves in first in 15.2% of rounds, against 7.3% after anything else.
  • Against Wolf: opens with “crouch into 2P Souchuken” in 15.3% of rounds, against 5.4% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 19.8% of rounds, against 9.3% after anything else.

How is this tested?

backdash into evade down21816.1%
backdash into evade up1299.5%
crouch into Souchuken2P816.0%
Souchuken2P574.2%
Ensei Haijinkyaku7K+G554.0%
backdash into punchP503.7%
crouch into Senchutai3K362.6%
Hi'en Tankyaku9K342.5%
backdash into Ensei Haijinkyaku7K+G332.4%
Enbu Renkyaku6K+G into forward movement312.3%
backward movement into evade up211.6%
Hi'en Tankyaku9K into guardG181.3%
backdash into throwP+G161.2%
backdash into throw escape161.2%
Enbu Renkyaku6K+G151.1%

210 further openings account for the other 548 rounds.

By stage type

Record against each character on walled and open stages, as Pai

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage13–15 · 46%7–5 · 58%too few to test
Jacky10–11 · 48%3–8 · 27%too few to test
El Blaze14–7 · 67%5–5 · 50%too few to test
Lau8–4 · 67%9–6 · 60%too few to test
Shun8–3 · 73%8–5 · 62%too few to test
Goh10–4 · 71%6–2 · 75%too few to test
Akira9–3 · 75%2–1 · 67%too few to test
Pai4–4 · 50%4–5 · 44%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.

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: 5 of 15 tests hold up