VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

TUBAME1

  • Lei Fei
Career matches393
Career win rate44.5%
Round win rate40.2%
Peak rank22
Distinct opponents17
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1195 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

Pai2227412814646.7%
Lei Fei20119477239.5%

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

80 of 117 rounds counted

8.3 inputs a second (498 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Pai8.048040
Lei Fei8.651740

By opponent's character

Aoi7.94738
Jean8.651716
Sarah8.651713
Jacky8.24898
Lei Fei8.14858
Lion8.65166
Akira8.85294
Eileen7.84665
Kage7.94765
Pai7.94753
Vanessa8.45034

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

Aoi85362.5%+30.1
Jean41325.0%-22.8
Sarah4040.0%-28.5
Brad31233.3%-9.5
Jacky21150.0%+22.6
Lei Fei220100.0%+87.6
Lion2020.0%-67.9
Akira1010.0%-3.8
Eileen110100.0%+62.5
Kage1010.0%-47.0
Pai1010.0%-24.6
Vanessa1010.0%-40.9

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

Open83537.5%-4.3
Breakable Full Fence64266.7%+53.2
Half Fence4040.0%-49.5
Full Fence31233.3%-10.2
Octagon32166.7%+27.8
Low Fence2020.0%-25.4
Rectangle21150.0%+9.1
Breakable Half Fence1010.0%-53.1
Single Wall1010.0%-24.6

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
Walls1942.1%37.0%+5.1
No walls1127.3%36.1%-8.8

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

DES:DataEncryptionStandard (Rank 21)2026/08/241010.0%
大晨儿vlggo222 (Rank 22)2026/08/1721150.0%
三輪ですが@SRGM (Rank 23)2026/07/302020.0%
yujiberra (Rank 23)2026/07/201010.0%
Penoco (Rank 24)2026/07/15220100.0%
pkgodhg (Rank 21)2026/07/15110100.0%
dalmax72 (Rank 21)2026/07/051010.0%
ttfour@サラしかできないw (Rank 23)2026/06/272020.0%
chimichama (Rank 21)2026/06/161010.0%
夢精帝国連盟@団長 (Rank 13)2026/06/142020.0%
StarGuitar (Rank 23)2026/05/242020.0%
STAGEW(ON)@스테이지원 (Rank 41)2026/05/231010.0%
ILAYZA (Rank 16)2026/05/1731233.3%
yaneshiba (Rank 14)2026/05/10220100.0%
shinkita (Rank 19)2026/04/2021150.0%
super_style (Rank 16)2026/04/191010.0%
Fuji_Atsuka (Rank 12)2026/04/1943175.0%

Round openings

Every character

backdash into Chinheki4P+K119.4%
backdash into backward movement86.8%
punchP into Ensei Soushouheki4P65.1%
Rikensui1P into backdash54.3%
Haitenkyaku7K43.4%
punchP43.4%
Ensei Haijinkyaku7K+G into Kochoukyaku4K+G32.6%
Kinkei DokuritsuP+K32.6%
Kochoukyaku4K+G32.6%
Toushou66P into Kakushu Suirengeki6PP32.6%
offensive move32.6%
offensive move into evade up32.6%
Rikensui1P21.7%
Shazen Tenshin Haikyaku8K into Tenshin Senputai8KK21.7%
backdash into Kochoukyaku4K+G21.7%

51 further openings account for the other 55 rounds.

Pai

Career
128–146 · 46.7%
This season
17 matches · 47.1%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Ensei Soushouheki4P68.4%
Rikensui1P into backdash57.0%
Haitenkyaku7K45.6%
backdash into backward movement45.6%
Ensei Haijinkyaku7K+G into Kochoukyaku4K+G34.2%
Kochoukyaku4K+G34.2%
Rikensui1P22.8%
backdash into Kochoukyaku4K+G22.8%
evade up22.8%
punchP22.8%
punchP into RenshouPP22.8%
up kick8K into Haitenkyaku7K22.8%
Danshitsu6K into Danshitsu Senshou6KP11.4%
Enbu Renkyaku6K+G11.4%
Ensei Haijinkyaku7K+G11.4%

31 further openings account for the other 31 rounds.

Lei Fei

Career
47–72 · 39.5%
This season
13 matches · 23.1%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Chinheki4P+K1123.9%
backdash into backward movement48.7%
Kinkei DokuritsuP+K36.5%
Toushou66P into Kakushu Suirengeki6PP36.5%
offensive move36.5%
offensive move into evade up36.5%
Shazen Tenshin Haikyaku8K into Tenshin Senputai8KK24.3%
offensive move into punchP24.3%
punchP24.3%
Senpukyaku66K+G into Rigoutai6K12.2%
SokutankyakuK+G12.2%
Souhikyaku9K+G12.2%
Zaban Hekishou66P+K into Gaiken6P+K12.2%
backdash into Hai Shiki2P+K+G12.2%
backdash into Kaisei Tento1P+K12.2%

7 further openings account for the other 7 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)
  • Lei Fei: not tested (too few rounds)