VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

上海雑技団

Career matches5,463
Career win rate41.5%
Round win rate46.9%
Peak rank25
Distinct opponents230
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1240 #3,328 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

Pai255,4632,2663,19741.5%

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

2,195 of 2,499 rounds counted

11.1 inputs a second (668 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai11.16682,195

By opponent's character

Akira11.1668272
Aoi11.2671213
Shun10.5630236
Jacky10.8650194
Kage11.1666145
Goh11.2673135
Lau11.5689130
Pai11.1667124
Wolf11.2669108
Lion11.4686106
Jeffry11.568990
Eileen11.971263
El Blaze11.468275
Brad11.669858
Sarah10.462170
Taka12.172641
Jean10.864946
Lei Fei11.669744
Vanessa11.770145

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

Akira81384346.9%+3.6
Aoi73393453.4%+9.0
Shun60303050.0%+2.4
Jacky52193336.5%-4.1
Kage43202346.5%-3.4
Goh41182343.9%+3.0
Lau36152141.7%-6.1
Pai36171947.2%+10.4
Wolf33122136.4%-5.3
Lion3092130.0%-18.3
Jeffry24121250.0%-6.2
Eileen22121054.5%+3.6
El Blaze2131814.3%-23.3
Brad20101050.0%+12.5
Sarah1871138.9%-3.6
Taka149564.3%+16.7
Jean134930.8%-10.5
Lei Fei135838.5%-0.5
Vanessa115645.5%+6.7

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.

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 Fence70323845.7%-0.7
Breakable Half Fence70323845.7%+5.5
Half Fence66303645.5%+2.5
Rectangle61263542.6%-1.1
Low Fence60283246.7%+0.4
Single Wall58223637.9%-9.6
Open57243342.1%-4.6
Full Fence54213338.9%+0.3
Octagon52173532.7%-13.3
Full Fence and Open36251169.4%+21.8

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
Walls37342.4%43.0%-0.6
No walls17542.3%46.4%-4.1

Walls against open: +3.5 points (95% range -5.7 to +12.8), p 0.455 — 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

委員ちょ@レバーレス練 (Rank 21)2026/10/181815383.3%
neco (Rank 22)2026/10/172191242.9%
chibo (Rank 22)2026/10/177070.0%
G.S (Rank 21)2026/10/173325875.8%
asteroid-belt777 (Rank 24)2026/10/1672528.6%
ありがとナス (Rank 23)2026/10/1562433.3%
swhy2008살살해용 (Rank 2)2026/10/1563350.0%
dalmax72 (Rank 21)2026/10/13115645.5%
seisyun3times (Rank 22)2026/10/1162433.3%
みらめたる (Rank 21)2026/10/101710758.8%
桃之助 (Rank 23)2026/10/0762433.3%
AiokometeZ (Rank 21)2026/10/0592722.2%
manekinecogames (Rank 21)2026/09/3072528.6%
dojoGR (Rank 21)2026/09/2775271.4%
patosa (Rank 24)2026/09/26113827.3%
chimichama (Rank 21)2026/09/23179852.9%
O.J.A (Rank 21)2026/09/1810100100.0%
HayanieMozu (Rank 21)2026/09/0974357.1%
kinoppy0126 (Rank 22)2026/09/09660100.0%
김멋있다 (Rank 21)2026/09/08107370.0%
豆次郎 (Rank 22)2026/09/0563350.0%
headup11 (Rank 23)2026/08/0262433.3%
GWO (Rank 24)2026/08/0262433.3%
sk901 (Rank 21)2026/07/2253260.0%
地球人你好~ (Rank 21)2026/07/0554180.0%

Round openings

Pai

Career
2,266–3,197 · 41.5%
This season
641 matches · 44.3%
Peak rank
25

First hit in 51.2% of 2,134 rounds. Won 47.1% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 37.5% of rounds, against 14.5% in their other rounds.
  • Against Taka: backs off first in 40.0% of rounds, against 19.9% against everyone else.
  • After opening the round before by waiting: attacks straight away in 65.8% of rounds, against 46.1% after anything else.
  • After winning a round: backs off first in 21.6% of rounds, against 7.9% after losing one.
  • When behind: waits first in 35.2% of rounds, against 29.3% when ahead or level.
  • After landing the first hit of the round before: waits first in 36.7% of rounds, against 25.7% after being hit first.
  • In round 1: opens with “backdash into 4K+G Kochoukyaku” in 9.3% of rounds, against 3.0% in their other rounds.
  • Against Taka: opens with “backdash into 4K+G Kochoukyaku” in 18.2% of rounds, against 4.3% against everyone else.
  • After opening the round before with “crouch into 1K down-back kick”: opens with “PP Renshou into PPP Raigekishou” in 30.3% of rounds, against 11.4% after anything else.
  • After losing a round: opens with “crouch into 1K down-back kick” in 29.6% of rounds, against 17.4% after winning one.
  • When ahead: opens with “backdash into 4K+G Kochoukyaku” in 4.2% of rounds, against 2.0% when level or behind.
  • After landing the first hit of the round before: opens with “crouch into 1K down-back kick” in 28.1% of rounds, against 18.7% after being hit first.

How is this tested?

crouch into down-back kick1K53124.6%
RenshouPP into RaigekishouPPP29313.6%
punchP into RenshouPP1547.1%
Senchuken6P1255.8%
backdash into Kochoukyaku4K+G1004.6%
down-back kick1K813.8%
guardG693.2%
Senchuken6P into Enshi Soushou66P673.1%
backdash482.2%
backdash into backward movement411.9%
backdash into guardG361.7%
kickK into Ko'en SenkyakuKK351.6%
punchP into Senchuken6P291.3%
backdash into Honshin Soukyaku1K+G271.2%
crouch into Honshin Soukyaku1K+G261.2%

155 further openings account for the other 500 rounds.

Counted from 557 of the 641 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
Aoi20–13 · 61%7–14 · 33%too few to test
Akira14–19 · 42%15–10 · 60%too few to test
Jacky9–20 · 31%3–7 · 30%too few to test
Shun12–15 · 44%8–2 · 80%too few to test
Kage10–13 · 43%7–6 · 54%too few to test
Goh10–15 · 40%5–6 · 45%too few to test
Lau10–7 · 59%2–10 · 17%too few to test
Lion5–13 · 28%2–6 · 25%too few to test
Pai5–7 · 42%7–2 · 78%too few to test
Wolf8–10 · 44%1–3 · 25%too few to test
Brad7–7 · 50%1–1 · 50%too few to test
Jeffry5–4 · 56%2–6 · 25%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.

84 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: 12 of 18 tests hold up