VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

AlicerLandeel

Career matches7,471
Career win rate48.7%
Round win rate49.1%
Peak rank33
Distinct opponents427
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1588 #1,422 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

Pai337,4713,6403,83148.7%

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

3,419 of 4,470 rounds counted

5.6 inputs a second (337 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.63373,419

By opponent's character

Jacky5.6337385
Akira5.6335424
Wolf5.7343234
Goh5.6338241
Sarah5.6337231
Kage5.5333257
Pai5.6338263
Lau5.7341208
Jean5.5332160
Lion5.3317132
Aoi6.0362105
Vanessa5.5328126
Jeffry5.6334136
Brad5.7344122
Shun5.835093
El Blaze5.533298
Lei Fei5.7343110
Eileen5.633349
Taka5.533236
Dural5.53299

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

Jacky138756354.4%+5.8
Akira117576048.7%-0.1
Wolf93395441.9%-9.8
Goh81463556.8%+7.2
Sarah80394148.8%+0.7
Kage78344443.6%-4.1
Pai78512765.4%+17.8
Lau67303744.8%-3.3
Jean51213041.2%-6.4
Lion47252253.2%+2.2
Aoi46271958.7%+3.7
Vanessa41162539.0%-6.9
Jeffry39152438.5%-11.6
Brad37162143.2%-2.7
Shun33151845.5%-6.2
El Blaze32141843.8%-4.9
Lei Fei29131644.8%+0.2
Eileen148657.1%+5.1
Taka115645.5%-5.9
Dural31233.3%-15.6

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Open131706153.4%+4.1
Breakable Full Fence121546744.6%-4.7
Breakable Half Fence119526743.7%-6.1
Single Wall119695058.0%+10.1
Low Fence118595950.0%+1.2
Rectangle116546246.5%-3.5
Half Fence113565749.6%+1.0
Octagon89375241.6%-6.7
Full Fence81453655.6%+3.8
Full Fence and Open56272948.2%+1.7

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
Walls63946.6%49.3%-2.6
No walls36853.8%49.3%+4.5

Walls against open: -7.2 points (95% range -13.5 to -0.8), p 0.027 — a difference this size is unlikely to be chance.

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

PinMen (Rank 31)2026/10/1374357.1%
bakureturanbu (Rank 31)2026/10/13126650.0%
windowkhs (Rank 29)2026/10/1372528.6%
anzenpai (Rank 34)2026/10/1375271.4%
お~ちゃん (Rank 35)2026/10/1387187.5%
雷電 (Rank 31)2026/10/08116554.5%
NO-NAMENANASI774 (Rank 34)2026/10/08148657.1%
銀 (Rank 30)2026/09/2993633.3%
クロサギ@はなちゃん (Rank 32)2026/09/2974357.1%
hayate (Rank 31)2026/09/10105550.0%
オムレツハンター© (Rank 34)2026/09/0874357.1%
nekomanma-01414 (Rank 30)2026/09/0873442.9%
abutora136 (Rank 28)2026/09/0585362.5%
ジズー (Rank 33)2026/09/0572528.6%
ま~く (Rank 31)2026/09/03105550.0%
No.28 (Rank 31)2026/09/0383537.5%
ぺーくんだよ (Rank 33)2026/08/3096366.7%
鳩男 (Rank 30)2026/08/3082625.0%
うまぶりパイちぇん (Rank 32)2026/08/2894544.4%
hot-milk-www (Rank 29)2026/08/0596366.7%
fazz00r (Rank 29)2026/08/0573442.9%
spykin_ (Rank 28)2026/07/0895455.6%
fuuchanakira (Rank 29)2026/06/26136746.1%
MikuMartineau (Rank 31)2026/05/3183537.5%
방가방가햄토리 (Rank 27)2026/05/221431121.4%

Round openings

Pai

Career
3,640–3,831 · 48.7%
This season
1,115 matches · 49.1%
Peak rank
33

First hit in 52.3% of 4,139 rounds. Won 50.9% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 69.7% of rounds, against 56.6% in their other rounds.
  • Against Aoi: evades first in 20.0% of rounds, against 9.0% against everyone else.
  • On Rectangle stages: evades first in 20.7% of rounds, against 8.0% on the other stages.
  • After opening the round before by moving in: moves in first in 18.1% of rounds, against 3.3% after anything else.
  • After winning a round: moves in first in 5.2% of rounds, against 2.5% after losing one.
  • After landing the first hit of the round before: attacks straight away in 58.3% of rounds, against 54.7% after being hit first.
  • In round 1: opens with “6P Senchuken” in 16.9% of rounds, against 4.9% in their other rounds.
  • Against Akira: opens with “6P Senchuken” in 13.2% of rounds, against 7.3% against everyone else.
  • On Rectangle stages: opens with “P punch into PP Renshou” in 13.5% of rounds, against 5.6% on the other stages.
  • After opening the round before with “6P Senchuken”: opens with “6P Senchuken” in 14.1% of rounds, against 4.0% after anything else.
  • After the opponent opened the round before with “forward movement into P punch”: opens with “backdash into G guard” in 22.0% of rounds, against 8.4% after anything else.

How is this tested?

Ensei Haijinkyaku7K+G3829.2%
punchP3739.0%
Senchuken6P3277.9%
backdash into guardG3097.4%
punchP into RenshouPP2726.5%
backdash1443.5%
Soukasui3P into backward movement1182.8%
Hi'en Tankyaku9K1172.8%
Ensei Haijinkyaku7K+G into guardG992.4%
Kochoukyaku4K+G751.8%
RenshouPP into RaigekishouPPP701.7%
Honshin Soukyaku1K+G651.6%
backdash into kickK651.6%
throwP+G621.5%
evade up into guardG581.4%

230 further openings account for the other 1,624 rounds.

Counted from 1,035 of the 1,115 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
Jacky43–33 · 57%25–19 · 57%+0.5
Akira26–28 · 48%19–18 · 51%-7.6
Wolf17–31 · 35%19–14 · 58%-23.5
Goh31–22 · 58%10–8 · 56%too few to test
Kage15–28 · 35%15–14 · 52%too few to test
Pai26–19 · 58%17–6 · 74%too few to test
Sarah19–23 · 45%13–9 · 59%too few to test
Lau14–19 · 42%12–17 · 41%too few to test
Aoi16–13 · 55%4–4 · 50%too few to test
Jean10–13 · 43%7–9 · 44%too few to test
Vanessa7–14 · 33%7–10 · 41%too few to test
Lion11–9 · 55%5–5 · 50%too few to test
Brad9–8 · 53%6–5 · 55%too few to test
El Blaze5–12 · 29%7–5 · 58%too few to test
Jeffry9–16 · 36%1–2 · 33%too few to test
Shun5–11 · 31%5–3 · 62%too few to test
Lei Fei8–12 · 40%3–3 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

80 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 (16 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: 11 of 16 tests hold up