VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

AOIZIP

Career matches651
Career win rate65.3%
Round win rate48.5%
Peak rank37
Distinct opponents13
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1786 Not ranked yet: the list needs 50 matches. See 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

Pai3765142522665.3%

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

67 of 97 rounds counted

8.8 inputs a second (527 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Pai8.852767

By opponent's character

Kage8.853019
Lau9.254921
Jean8.550813
Goh8.14863
Lei Fei8.75213
Lion8.14885
Sarah9.25523

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

Aoi5050.0%-50.9
Kage54180.0%+46.8
Lau51420.0%-29.0
Jean32166.7%+12.7
Jacky220100.0%+48.7
Goh110100.0%+51.4
Lei Fei1010.0%-35.8
Lion1010.0%-53.0
Sarah110100.0%+46.4

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

Breakable Full Fence53260.0%+14.3
Breakable Half Fence330100.0%+61.2
Full Fence3030.0%-42.5
Octagon32166.7%+12.7
Open32166.7%+33.0
Low Fence2020.0%-41.2
Rectangle21150.0%-0.8
Single Wall1010.0%-49.0

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1656.2%47.7%+8.6
No walls633.3%39.3%-6.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

delicioso (Rank 36)2026/07/11220100.0%
hikabun (Rank 39)2026/07/112020.0%
★闘将拉麵男★ (Rank 36)2026/07/112020.0%
kzkm92678 (Rank 36)2026/07/11110100.0%
interceptor (Rank 39)2026/07/11110100.0%
ぱりぱり (Rank 39)2026/07/1132166.7%
MON-CHAN (Rank 36)2026/05/291010.0%
あいりく (Rank 35)2026/05/21110100.0%
lapislazuli (Rank 35)2026/05/2132166.7%
ついで (Rank 40)2026/05/211010.0%
Laphroaig10 (Rank 36)2026/04/261010.0%
ラーメソマソ (Rank 38)2026/04/264040.0%
タルタルモンク (Rank 34)2026/04/26220100.0%

Round openings

Pai

Career
425–226 · 65.3%
This season
24 matches · 45.8%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Souka Rensui3PP1313.3%
crouch into Senchutai3K1111.2%
backdash into evade up77.1%
Soukasui3P into Souka Rensui3PP66.1%
backdash into evade down44.1%
backdash into kickK33.1%
forward movement into Renken ToukyakuPPK33.1%
forward movement into punchP33.1%
Souka Rensui3PP into Souka Raigekishou3PPP22.0%
crouch dash back into Senchutai3K22.0%
crouch dash forward into Souanshou3P+K22.0%
crouch dash forward into guardG22.0%
crouch into Souka Rensui3PP22.0%
guardG into Senchutai3K22.0%
Ensei Haijinkyaku7K+G11.0%

35 further openings account for the other 35 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Pai: not tested (too few rounds)