VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

Taiyaki_Ltd

Career matches4,211
Career win rate51.6%
Round win rate48.8%
Peak rank40
Distinct opponents93
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1863 #206 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

Pai404,2112,1732,03851.6%

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

168 of 1,035 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.8469168

By opponent's character

Akira7.947614
Jacky8.24948
Wolf8.551013
Shun9.25533
Lion7.545139
Aoi7.24317
Goh8.14888
Brad8.047825
El Blaze7.645813
Sarah7.846819
Lei Fei7.94739
Pai7.84694
Taka6.84056

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

Akira28121642.9%-0.9
Jacky26101638.5%+0.3
Wolf25111444.0%-4.2
Shun1991047.4%+5.7
Kage1811761.1%+7.0
Lion1810855.6%+6.6
Aoi1761135.3%-5.9
Vanessa1751229.4%-18.3
Goh139469.2%+16.3
Brad127558.3%+8.1
El Blaze115645.5%-7.9
Jeffry114736.4%-5.7
Lau115645.5%+7.7
Sarah119281.8%+33.3
Lei Fei73442.9%-11.2
Pai52340.0%-12.2
Eileen4040.0%-46.0
Jean2020.0%-46.0
Taka21150.0%-3.5

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

Low Fence33161748.5%+1.1
Open30141646.7%+2.6
Breakable Full Fence2891932.1%-15.0
Full Fence28131546.4%-7.1
Rectangle25111444.0%-0.1
Octagon24131154.2%+8.7
Single Wall24131154.2%+6.4
Breakable Half Fence21111052.4%+8.5
Half Fence1991047.4%+4.5
Full Fence and Open114736.4%-10.4

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14545.5%46.4%-0.8
No walls8749.4%46.7%+2.7

Walls against open: -3.6 points (95% range -16.6 to +9.4), p 0.589 — 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

つがさん (Rank 39)2026/05/2732166.7%
メガジェネ (Rank 41)2026/05/2793633.3%
宇宙人 (Rank 39)2026/05/2763350.0%
spacex_falcon_heavy (Rank 40)2026/05/2172528.6%
福田 嵐 (Rank 42)2026/05/2172528.6%
苦道訓|kudoukun_goh (Rank 40)2026/05/1585362.5%
megadeth0112 (Rank 38)2026/05/1442250.0%
Tokkovanessa_VF (Rank 41)2026/05/1472528.6%
구닥스트렌져 (Rank 36)2026/05/0943175.0%
真夏 (Rank 40)2026/05/096060.0%
ラッキーボーイ (Rank 39)2026/05/0942250.0%
じゃんぬ兄(公認) (Rank 35)2026/05/0931233.3%
expensive-sand (Rank 38)2026/05/0665183.3%
いえす (Rank 39)2026/05/0684450.0%
NEWTYPE (Rank 36)2026/05/05440100.0%
マルコメX (Rank 41)2026/05/05103730.0%
エル・シエロ (Rank 41)2026/05/051991047.4%
ぱせり☆ (Rank 41)2026/05/0572528.6%
stepan_BVFA (Rank 37)2026/05/0542250.0%
信州蕎麦の会☆銀狼 (Rank 37)2026/04/2042250.0%
코코시럽 (Rank 40)2026/04/1732166.7%
あむざん (Rank 42)2026/04/1741325.0%
どらうるふ (Rank 39)2026/04/1541325.0%
ビルちゃん (Rank 39)2026/04/0331233.3%
fukuchan_tenjin (Rank 38)2026/03/2842250.0%

Round openings

Pai

Career
2,173–2,038 · 51.6%
This season
257 matches · 46.3%
Peak rank
40

First hit in 45.9% of 1,027 rounds. Won 50.5% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • Against Wolf: waits first in 53.8% of rounds, against 29.9% against everyone else.
  • In round 4 or later: opens with “3P Soukasui into 3PP Souka Rensui” in 11.6% of rounds, against 4.6% in their other rounds.
  • Against Wolf: opens with “G guard into throw escape” in 32.7% of rounds, against 16.0% against everyone else.
  • After losing a round: opens with “1K+G Honshin Soukyaku into 4K+G Kochoukyaku” in 9.8% of rounds, against 2.3% after winning one.

How is this tested?

guardG into throw escape18417.7%
Soukasui3P into Souka Rensui3PP676.4%
forward movement into punchP615.9%
Honshin Soukyaku1K+G into Kochoukyaku4K+G545.2%
Honshin Soukyaku1K+G333.2%
guardG into evade down323.1%
offensive move292.8%
forward movement into RenshouPP282.7%
throw escape272.6%
crouch into Souka Rensui3PP262.5%
Kochoukyaku4K+G212.0%
evade up into Senchutai3K201.9%
evade down into Senchutai3K171.6%
Honshin Soukyaku1K+G into Shi'en Settai2K+G151.4%
evade down into crouch dash forward121.1%

158 further openings account for the other 415 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–7 · 36%7–7 · 50%too few to test
Jacky5–12 · 29%3–4 · 43%too few to test
Wolf6–7 · 46%3–5 · 38%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: 4 of 15 tests hold up