VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

CAMUI-1007

  • Goh
Career matches912
Career win rate51.5%
Round win rate49.9%
Peak rank28
Distinct opponents65
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1445 #2,380 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

Pai2891147044151.6%
Goh211010.0%

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

529 of 529 rounds counted

6.1 inputs a second (366 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.1366523
Goh6.03616

By opponent's character

Akira6.036192
Aoi6.438284
Wolf6.136868
Jacky5.935447
Kage6.136841
Sarah6.136731
El Blaze6.237229
Goh6.136829
Lei Fei5.834826
Vanessa6.338028
Jean5.835010
Pai5.633812
Lau6.33795
Lion5.73437
Shun5.93528
Taka6.13689
Jeffry5.23103

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

Akira21111052.4%+8.9
Aoi1911857.9%+0.7
Wolf189950.0%+4.2
Jacky138561.5%+12.7
Kage104640.0%-19.3
Sarah95455.6%+9.2
El Blaze82625.0%-26.9
Goh72528.6%-15.2
Lei Fei64266.7%+14.3
Vanessa61516.7%-38.0
Jean32166.7%+3.9
Pai330100.0%+36.5
Lau220100.0%+37.8
Lion21150.0%+12.4
Shun2020.0%-54.4
Taka220100.0%+41.1
Jeffry1010.0%-36.5

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 Half Fence29171258.6%+7.7
Breakable Full Fence1910952.6%+0.2
Full Fence1541126.7%-23.7
Rectangle159660.0%+9.2
Low Fence115645.5%-8.6
Half Fence95455.6%+10.1
Octagon94544.4%-7.6
Open73442.9%-5.9
Single Wall72528.6%-22.1
Full Fence and Open110100.0%+60.2

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
Walls9651.0%51.0%+0.1
No walls2540.0%50.9%-10.9

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

こて (Rank 28)2026/10/1841325.0%
nekota (Rank 25)2026/10/1154180.0%
dalmax72 (Rank 22)2026/10/0453260.0%
サーちゃん (Rank 24)2026/10/0421150.0%
a_h_i_k_o (Rank 27)2026/10/0443175.0%
胃弱 (Rank 24)2026/09/1721150.0%
たわばTAWABA (Rank 27)2026/09/1621150.0%
砂の橋 (Rank 26)2026/09/1464266.7%
GWO (Rank 24)2026/09/14220100.0%
鳶飛戾天,魚躍於淵 (Rank 27)2026/09/0631233.3%
かくるる (Rank 29)2026/08/1731233.3%
BANANA (Rank 29)2026/08/0342250.0%
CELIS (Rank 26)2026/08/0363350.0%
紫荆一头牛 (Rank 24)2026/08/0332166.7%
Wonda15426 (Rank 30)2026/07/22220100.0%
鳩男 (Rank 30)2026/07/1942250.0%
SHUSHUSHU (Rank 29)2026/07/1331233.3%
ねこ吉 (Rank 23)2026/06/2131233.3%
Martin1833 (Rank 22)2026/06/2131233.3%
somelight (Rank 26)2026/06/212020.0%
shiphon74 (Rank 26)2026/06/152020.0%
MaxMuncy (Rank 24)2026/06/1541325.0%
mikkunn3277 (Rank 24)2026/06/1431233.3%
Gun-Interceptor (Rank 27)2026/06/1432166.7%
manekinecogames (Rank 23)2026/06/14440100.0%

Round openings

Every character

backdash into Honrakukyaku46K+G9318.7%
forward movement into punchP6813.7%
Tenshin Oushoushou46P+K into forward movement214.2%
Honshin Soukyaku1K+G173.4%
backdash into guardG173.4%
punchP173.4%
backward movement into Tenshin Oushoushou46P+K132.6%
forward movement into Ensei KatanhekiP+K132.6%
punchP into crouch122.4%
guardG into evade down102.0%
Soukasui3P into Souka Rensui3PP81.6%
forward movement into RenshouPP81.6%
crouch into Ensei Haikyaku4K71.4%
crouch into down-back kick1K71.4%
forward movement into RaigekishouPPP71.4%

86 further openings account for the other 180 rounds.

Counted from 125 of the 132 matches played. The rest were not pulled for openings.

Pai

Career
470–441 · 51.6%
This season
130 matches · 50.8%
Peak rank
28

First hit in 48.8% of 492 rounds. Won 51.7% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 25.2% of rounds, against 10.8% in their other rounds.
  • In round 2: opens with “backdash into 46K+G Honrakukyaku” in 28.1% of rounds, against 15.9% in their other rounds.

How is this tested?

backdash into Honrakukyaku46K+G9318.9%
forward movement into punchP6813.8%
Tenshin Oushoushou46P+K into forward movement214.3%
Honshin Soukyaku1K+G173.5%
backdash into guardG173.5%
punchP173.5%
backward movement into Tenshin Oushoushou46P+K132.6%
forward movement into Ensei KatanhekiP+K132.6%
punchP into crouch122.4%
guardG into evade down91.8%
Soukasui3P into Souka Rensui3PP81.6%
forward movement into RenshouPP81.6%
crouch into Ensei Haikyaku4K71.4%
crouch into down-back kick1K71.4%
forward movement into RaigekishouPPP71.4%

83 further openings account for the other 175 rounds.

Counted from 123 of the 130 matches played. The rest were not pulled for openings.

Goh

Career
0–1 · 0.0%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K233.3%
evade down into Soukyu46P116.7%
guardG into Maegeri3K116.7%
guardG into evade down116.7%
guardG into punchP116.7%

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: 2 of 15 tests hold up
  • Goh: not tested (too few rounds)