VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

lesser-pram7

Career matches8,019
Career win rate53.2%
Round win rate49.9%
Peak rank43
Distinct opponents245
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1902 #139 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

Pai437,9254,2293,69653.4%
Shun—94405442.5%

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

7,155 of 8,426 rounds counted

6.2 inputs a second (374 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.23747,155

By opponent's character

Lau6.33791,083
Akira6.4384662
Kage6.2369692
Aoi6.2371625
Shun6.3380539
Jacky6.2374589
Lei Fei6.1364399
Brad6.2370360
Pai6.3378301
Wolf6.2372253
El Blaze6.1368155
Goh6.1364188
Lion6.3376252
Vanessa6.2371195
Jeffry6.3379176
Eileen6.1364209
Taka6.2370187
Sarah6.2374128
Jean6.237591
Dural6.740371

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

Lau30414216246.7%+0.4
Akira22110311846.6%-3.5
Kage1931108357.0%+5.5
Aoi1711036860.2%+6.7
Shun157728545.9%-3.2
Jacky153886557.5%+4.7
Lei Fei107456242.1%-2.6
Brad95544156.8%+7.7
Pai80413951.2%-1.5
Wolf76324442.1%-9.3
El Blaze73363749.3%-4.5
Goh69284140.6%-13.3
Lion69303943.5%-6.6
Vanessa64283643.8%-7.8
Jeffry53312258.5%-0.4
Eileen51272452.9%+10.9
Taka46202643.5%-12.9
Sarah42281466.7%+8.0
Jean2821775.0%+15.2
Dural1881044.4%+8.8

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

Breakable Half Fence23310313044.2%-5.9
Rectangle2221289457.7%+8.8
Half Fence22011310751.4%+1.3
Single Wall2131199455.9%+6.8
Full Fence2109911147.1%-4.6
Breakable Full Fence2049610847.1%-5.2
Open2041119354.4%+2.5
Low Fence1918910246.6%-5.1
Octagon188959350.5%+0.6
Full Fence and Open101574456.4%+5.9

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
Walls1,27749.6%50.4%-0.7
No walls60852.5%51.0%+1.5

Walls against open: -2.2 points (95% range -7.3 to +2.9), p 0.400 — 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

sound_track-A (Rank 40)2026/10/182191242.9%
jinmenusagi (Rank 43)2026/10/1678294937.2%
堂島様 (Rank 43)2026/10/1363234036.5%
デネ (Rank 41)2026/10/1234112332.4%
マハリータまるこ (Rank 40)2026/10/10108684063.0%
ハマラウ (Rank 42)2026/10/1078304838.5%
壱次元らあじ (Rank 39)2026/10/0934211361.8%
たつや (Rank 40)2026/10/071911857.9%
あむざん (Rank 38)2026/10/052241818.2%
manatsu_7 (Rank 43)2026/10/0426101638.5%
かえる (Rank 39)2026/10/042091145.0%
しろくまーじ (Rank 41)2026/10/022112957.1%
ふかふか (Rank 39)2026/09/3021111052.4%
カシン★T-ARASHI (Rank 43)2026/09/2420101050.0%
つがさん (Rank 41)2026/09/1521111052.4%
إدارةسيجامشطبيعية (Rank 40)2026/09/1428161257.1%
アナパイ1973 (Rank 39)2026/09/142071335.0%
かっこいいらう (Rank 44)2026/09/123172422.6%
村長~災禍の中心~ (Rank 38)2026/09/1228161257.1%
Tokkovanessa_VF (Rank 41)2026/09/10242228.3%
poncho (Rank 41)2026/09/0929161355.2%
中四国ウルフ (Rank 41)2026/09/062872125.0%
STAGEW(ON)@스테이지원 (Rank 41)2026/09/0631171454.8%
こんにちわアキラ (Rank 42)2026/09/0530121840.0%
イイクルーン (Rank 38)2026/08/182218481.8%

Round openings

Pai

Career
4,229–3,696 · 53.4%
This season
2,070 matches · 50.6%
Peak rank
43

First hit in 55.7% of 7,501 rounds. Won 52.2% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 66.8% of rounds, against 46.1% in their other rounds.
  • Against Shun: evades first in 11.0% of rounds, against 4.7% against everyone else.
  • On Rectangle stages: moves in first in 31.3% of rounds, against 20.3% on the other stages.
  • After opening the round before by attacking: attacks straight away in 25.6% of rounds, against 15.9% after anything else.
  • After winning a round: backs off first in 51.5% of rounds, against 40.8% after losing one.
  • When behind: evades first in 6.8% of rounds, against 3.8% when ahead or level.
  • Against a Shun on 10+ drinks: evades first in 22.5% of rounds, against 10.4% against a Shun on other counts.
  • In round 1: opens with “backdash into evade down” in 26.0% of rounds, against 12.1% in their other rounds.
  • Against Akira: opens with “backdash into K kick” in 18.1% of rounds, against 6.4% against everyone else.
  • On Rectangle stages: opens with “forward movement into PP Renshou” in 8.8% of rounds, against 5.1% on the other stages.
  • After opening the round before with “backdash into 2P+K Hi'en Tenshi”: opens with “backdash into 2P+K Hi'en Tenshi” in 15.8% of rounds, against 3.5% after anything else.
  • After winning a round: opens with “backdash into K kick” in 13.0% of rounds, against 4.8% after losing one.
  • When ahead: opens with “backdash into K kick” in 13.0% of rounds, against 6.5% when level or behind.

How is this tested?

backdash into evade down1,17215.5%
backdash into kickK5747.6%
forward movement into punchP5056.7%
forward movement into RenshouPP4135.5%
backdash into Hi'en Tenshi2P+K2373.1%
backdash into Shashinkou466P+K1902.5%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK1622.1%
crouch into down-back kick1K1612.1%
forward movement into RaigekishouPPP1441.9%
backdash into Meishouho4P+K+G1091.4%
Hi'en Tankyaku9K1071.4%
Hi'en Tankyaku9K into evade up1041.4%
backdash into Ensei Haijinkyaku7K+G1021.4%
backdash into Tenshi Katsumentai Haishin2P+KK1021.4%
evade up into Hi'en Tankyaku9K951.3%

467 further openings account for the other 3,378 rounds.

Counted from 1,853 of the 2,070 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
Lau86–90 · 49%39–37 · 51%+1.2
Akira52–63 · 45%25–22 · 53%-11.3
Kage56–41 · 58%28–25 · 53%+1.9
Shun43–54 · 44%18–20 · 47%-0.2
Aoi42–34 · 55%33–20 · 62%too few to test
Jacky42–32 · 57%26–17 · 60%+4.4
Lei Fei23–30 · 43%13–19 · 41%too few to test
Brad26–21 · 55%18–16 · 53%too few to test
Pai25–30 · 45%5–5 · 50%too few to test
Wolf17–25 · 40%10–11 · 48%too few to test
Goh15–31 · 33%10–3 · 77%too few to test
Lion23–31 · 43%4–5 · 44%too few to test
El Blaze16–18 · 47%12–13 · 48%too few to test
Vanessa17–21 · 45%10–10 · 50%too few to test
Eileen20–15 · 57%7–7 · 50%too few to test
Jeffry21–14 · 60%8–7 · 53%too few to test
Taka9–10 · 47%8–12 · 40%too few to test
Sarah16–8 · 67%4–4 · 50%too few to test
Jean10–2 · 83%7–4 · 64%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.

217 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 (18 here; about 0.9 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: 13 of 18 tests hold up