VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

no-0809

Career matches7,581
Career win rate51.2%
Round win rate47.3%
Peak rank39
Distinct opponents194
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1785 #423 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

Pai397,5813,8823,69951.2%

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

3,314 of 4,833 rounds counted

6.8 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.84053,314

By opponent's character

Akira7.0419371
Shun6.8411329
Lau6.7399344
Kage6.9411153
Wolf6.9416233
Aoi6.5393181
Lion6.8408197
Sarah6.7400168
Vanessa6.8405163
Jacky6.9413138
Goh6.6395210
Jean6.538892
Jeffry6.538992
Taka6.4386145
Brad6.7403147
Pai7.0420124
Lei Fei6.739972
El Blaze6.740453
Eileen6.539069
Dural7.142433

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

Akira128626648.4%+4.5
Shun110436739.1%-3.1
Lau103436041.8%-2.6
Kage87325536.8%-11.1
Wolf83384545.8%+3.9
Aoi68323647.1%-5.8
Lion68254336.8%-7.2
Sarah68343450.0%+1.1
Vanessa62263641.9%+2.3
Jacky59243540.7%-3.6
Goh57282949.1%+1.9
Jean52282453.9%+0.5
Jeffry47291861.7%+8.6
Taka43182541.9%-4.3
Brad40202050.0%+8.6
Pai32201262.5%+21.8
Lei Fei31102132.3%-9.0
El Blaze2291340.9%-5.7
Eileen1911857.9%+15.4
Dural137653.9%+17.5

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Full Fence135637246.7%+3.9
Breakable Half Fence132468634.9%-11.2
Low Fence131676451.1%+6.5
Octagon127567144.1%+1.7
Half Fence120507041.7%-4.7
Rectangle119655454.6%+8.8
Open107485944.9%-1.0
Single Wall106505647.2%+0.2
Full Fence99495049.5%+3.6
Full Fence and Open57193833.3%-11.0

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
Walls73244.9%44.8%+0.1
No walls34448.0%46.0%+2.0

Walls against open: -1.8 points (95% range -8.9 to +5.2), p 0.607 — 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

jijitax4 (Rank 36)2026/10/1626141253.9%
うるヲ参拾 (Rank 38)2026/10/142081240.0%
ゲッパー (Rank 38)2026/10/141610662.5%
おむすび山かずkaz_kcjj (Rank 36)2026/10/1230161453.3%
대통령꼬라지가... (Rank 38)2026/10/12168850.0%
Tokkovanessa_VF (Rank 42)2026/10/1227111640.7%
寿司眼鉄 (Rank 41)2026/10/111751229.4%
LOBO (Rank 39)2026/10/0235152042.9%
まっきー氏 (Rank 39)2026/10/022081240.0%
VF12360-PC (Rank 38)2026/09/3038172144.7%
くりたろう (Rank 39)2026/09/302013765.0%
マサオチョップの廻天 (Rank 39)2026/09/091731417.6%
lapislazuli (Rank 37)2026/09/092271531.8%
klkun (Rank 40)2026/07/1928111739.3%
stepan_BVFA (Rank 37)2026/07/04136746.1%
デネ (Rank 41)2026/07/032241818.2%
でんでんでん123V (Rank 39)2026/07/0323111247.8%
たたみん♪ (Rank 38)2026/07/021912763.2%
ハマラウ (Rank 42)2026/07/021651131.2%
おかし (Rank 41)2026/07/022281436.4%
いえす (Rank 41)2026/06/301710758.8%
ダンプよっし~改 (Rank 38)2026/06/181421214.3%
マハリータまるこ (Rank 39)2026/06/161551033.3%
くろね@のびしろF (Rank 34)2026/06/161815383.3%
ぱお (Rank 37)2026/06/07148657.1%

Round openings

Pai

Career
3,882–3,699 · 51.2%
This season
1,192 matches · 45.2%
Peak rank
39

First hit in 54.9% of 4,326 rounds. Won 49.5% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 37.2% of rounds, against 24.4% in their other rounds.
  • Against Akira: backs off first in 26.3% of rounds, against 6.2% against everyone else.
  • After opening the round before by attacking: attacks straight away in 52.8% of rounds, against 42.3% after anything else.
  • After winning a round: backs off first in 11.8% of rounds, against 5.4% after losing one.
  • When ahead: backs off first in 12.4% of rounds, against 6.7% when level or behind.
  • In round 4 or later: opens with “forward movement into P punch” in 7.7% of rounds, against 4.7% in their other rounds.
  • Against Kage: opens with “6P Senchuken” in 9.5% of rounds, against 3.2% against everyone else.
  • After opening the round before with “6P Senchuken”: opens with “6P Senchuken” in 10.3% of rounds, against 3.7% after anything else.

How is this tested?

Soukasui3P3898.9%
Hi'en Tankyaku9K2906.6%
crouch into Senchutai3K2706.2%
forward movement into punchP2415.5%
Senchuken6P1603.7%
evade up into crouch dash forward1603.7%
guardG into throw escape1583.6%
punchP1343.1%
Soukasui3P into Souka Senpukyaku3PK1202.7%
crouch into Soukasui3P972.2%
crouch into Souka Rensui3PP892.0%
guardG into evade up892.0%
Kochoukyaku4K+G831.9%
backdash into Soukasui3P541.2%
throw escape541.2%

347 further openings account for the other 1,989 rounds.

Counted from 1,077 of the 1,192 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
Akira38–38 · 50%15–16 · 48%too few to test
Shun21–45 · 32%11–16 · 41%too few to test
Kage22–24 · 48%6–17 · 26%too few to test
Lau23–35 · 40%11–10 · 52%too few to test
Wolf18–29 · 38%13–7 · 65%too few to test
Aoi25–19 · 57%6–11 · 35%too few to test
Sarah19–17 · 53%7–13 · 35%too few to test
Lion11–25 · 31%12–11 · 52%too few to test
Jacky10–18 · 36%10–14 · 42%too few to test
Vanessa12–17 · 41%9–9 · 50%too few to test
Jean18–13 · 58%8–6 · 57%too few to test
Jeffry15–13 · 54%9–1 · 90%too few to test
Taka14–17 · 45%3–6 · 33%too few to test
Goh12–10 · 55%6–6 · 50%too few to test
Brad8–9 · 47%8–7 · 53%too few to test
Pai7–3 · 70%7–7 · 50%too few to test
Lei Fei7–13 · 35%2–1 · 67%too few to test
El Blaze4–10 · 29%5–3 · 62%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.

115 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: 8 of 18 tests hold up