VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

さばみそ

Career matches8,286
Career win rate48.9%
Round win rate50.6%
Peak rank29
Distinct opponents230
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1488 #2,099 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

Pai298,2864,0544,23248.9%

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

528 of 2,149 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.8347528

By opponent's character

Jacky5.935136
Akira5.935375
Sarah5.734369
Lau5.734453
Goh6.036116
Wolf5.935322
Aoi5.734221
Kage5.73438
Lei Fei5.533214
Brad5.734454
Jeffry5.835119
Pai6.237022
Jean5.733928
Vanessa5.43229
El Blaze5.834820
Shun5.733932
Lion5.83464
Eileen6.136313
Taka5.935413

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

Jacky58273146.5%+0.8
Akira57243342.1%-10.2
Sarah48242450.0%+3.5
Lau38211755.3%+11.0
Goh33171651.5%-2.8
Wolf32181456.2%+3.7
Aoi30201066.7%+12.8
Kage29171258.6%+9.4
Lei Fei27101737.0%-12.4
Brad2581732.0%-14.3
Jeffry24111345.8%-6.4
Pai2214863.6%+15.9
Jean2171433.3%-17.4
Vanessa2011955.0%+3.2
El Blaze1711664.7%+7.9
Shun178947.1%-2.2
Lion1661037.5%-15.3
Eileen64266.7%+14.5
Taka64266.7%+13.0
Dural110100.0%+32.1

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Low Fence77344344.2%-7.7
Breakable Full Fence69353450.7%+2.1
Breakable Half Fence55262947.3%-2.6
Full Fence54272750.0%+3.4
Octagon54302455.6%+5.4
Single Wall50242648.0%-7.5
Rectangle44192543.2%-8.6
Half Fence39192048.7%-1.2
Open35191654.3%+5.1
Full Fence and Open32171553.1%+6.1

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
Walls31549.5%49.4%+0.1
No walls16247.5%51.7%-4.2

Walls against open: +4.3 points (95% range -5.3 to +13.9), p 0.376 — 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

SUTEKI-_-san (Rank 29)2026/08/0473442.9%
xXsoul-childXx (Rank 28)2026/06/2565183.3%
a_h_i_k_o (Rank 26)2026/06/2562433.3%
Uecchi-Ver53 (Rank 30)2026/06/2572528.6%
ShieldHolder (Rank 27)2026/06/2554180.0%
SICHIROUJI (Rank 25)2026/06/2141325.0%
arafif-50 (Rank 24)2026/06/2142250.0%
sanjimade (Rank 26)2026/06/1983537.5%
jiruju_sara (Rank 27)2026/06/1651420.0%
しゅが~nsr (Rank 26)2026/06/1085362.5%
gbh12056 (Rank 27)2026/06/0642250.0%
moroQamazingdelicious (Rank 24)2026/06/0673442.9%
がんぴーさん【S.R.G.M】 (Rank 25)2026/06/0654180.0%
ginno-talots_DQR (Rank 28)2026/06/06105550.0%
あぽろん (Rank 29)2026/05/1263350.0%
龍仙人【鬼手仏心】 (Rank 28)2026/05/1272528.6%
jieraiya39 (Rank 25)2026/05/1164266.7%
fuuchanakira (Rank 25)2026/05/1164266.7%
なっちゃんねる (Rank 24)2026/05/0943175.0%
hayate (Rank 29)2026/05/09125741.7%
igyoken55 (Rank 29)2026/05/0953260.0%
ginchuwan (Rank 26)2026/04/22135838.5%
Laulau_fz (Rank 28)2026/04/2283537.5%
dryryo (Rank 25)2026/04/1663350.0%
yajiron0621 (Rank 31)2026/04/1063350.0%

Round openings

Pai

Career
4,054–4,232 · 48.9%
This season
527 matches · 49.9%
Peak rank
29

First hit in 53.8% of 2,137 rounds. Won 55.0% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 6.6% of rounds, against 3.6% in their other rounds.
  • Against Akira: attacks straight away in 43.4% of rounds, against 28.0% against everyone else.
  • After losing a round: moves in first in 18.2% of rounds, against 11.1% after winning one.
  • In round 1: opens with “6P Senchuken” in 10.6% of rounds, against 3.6% in their other rounds.
  • Against Akira: opens with “P punch” in 13.6% of rounds, against 2.6% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 8.6% of rounds, against 3.8% after winning one.

How is this tested?

forward movement into punchP1205.6%
Senchuken6P1145.3%
guardG934.3%
punchP813.8%
crouch into down-back kick1K703.2%
crouch into Senchutai3K663.1%
forward movement into Renken ToukyakuPPK562.6%
guardG into Senchuken6P562.6%
Honshin Soukyaku1K+G into Ensei SenpukyakuK+G421.9%
evade up into Ensei SenpukyakuK+G421.9%
evade down into Ensei SenpukyakuK+G411.9%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK391.8%
forward movement into RaigekishouPPP351.6%
evade up into Hi'en Rekkyaku9KK331.5%
Hi'en Tankyaku9K311.4%

263 further openings account for the other 1,236 rounds.

By stage type

Record against each character on walled and open stages, as Pai

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky10–14 · 42%9–14 · 39%too few to test
Akira11–12 · 48%11–13 · 46%too few to test
Sarah10–15 · 40%10–8 · 56%too few to test
Lau14–12 · 54%5–4 · 56%too few to test
Goh8–14 · 36%8–2 · 80%too few to test
Wolf12–8 · 60%4–5 · 44%too few to test
Aoi15–9 · 62%3–1 · 75%too few to test
Kage13–8 · 62%4–4 · 50%too few to test
Lei Fei8–10 · 44%2–7 · 22%too few to test
Brad5–9 · 36%2–6 · 25%too few to test
Jeffry7–10 · 41%2–2 · 50%too few to test
Pai9–7 · 56%3–1 · 75%too few to test
Jean2–6 · 25%5–7 · 42%too few to test
Vanessa9–3 · 75%2–4 · 33%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.

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 (15 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: 6 of 15 tests hold up