VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

migu_garden

Career matches4,699
Career win rate51.2%
Round win rate47.6%
Peak rank35
Distinct opponents189
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1625 #1,187 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

Pai354,6992,4042,29551.2%

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

3,021 of 3,268 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.74003,021

By opponent's character

Akira6.7404411
Jacky6.6394406
Jeffry6.9411261
Wolf6.9412216
Lau6.7399180
Jean6.7399188
Goh6.8409164
Kage6.5393149
Brad6.6399150
Pai6.6397100
Shun6.8408124
Aoi6.237197
Dural6.8408100
Lion6.639877
Vanessa6.639588
Sarah6.538775
Taka6.438671
El Blaze6.740554
Lei Fei6.438770
Eileen6.438640

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

Akira110545649.1%+1.6
Jacky100495149.0%+3.9
Jeffry75383750.7%+3.1
Wolf60372361.7%+10.9
Lau50133726.0%-10.5
Jean49262353.1%+8.0
Goh42212150.0%+8.5
Kage38201852.6%+8.2
Brad35132237.1%-6.4
Pai32102231.2%-10.7
Shun32112134.4%-9.0
Aoi2571828.0%-13.2
Dural25121348.0%+3.4
Lion2381534.8%-5.5
Vanessa2381534.8%-15.7
Sarah2161528.6%-18.7
Taka1871138.9%-2.0
El Blaze1741323.5%-22.8
Lei Fei1711664.7%+21.5
Eileen106460.0%+15.9

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Open88385043.2%-1.3
Low Fence87355240.2%-3.1
Half Fence86483855.8%+14.2
Rectangle85315436.5%-8.4
Full Fence82404248.8%+2.3
Breakable Full Fence77413653.2%+8.5
Single Wall76373948.7%+1.7
Breakable Half Fence74324243.2%-2.1
Octagon69254436.2%-10.3
Full Fence and Open43192444.2%-2.8

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
Walls47345.9%45.0%+0.9
No walls25143.8%44.7%-0.9

Walls against open: +1.8 points (95% range -5.8 to +9.4), p 0.639 — 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

orz (Rank 29)2026/10/172014670.0%
ニトロ (Rank 35)2026/10/17148657.1%
★闘将拉麵男★ (Rank 38)2026/10/161421214.3%
무파ZeroBlue (Rank 32)2026/10/1631161551.6%
hikabun (Rank 36)2026/10/16124833.3%
マクシミリアン15世 (Rank 33)2026/10/1434211361.8%
fwnd1396 (Rank 32)2026/10/14105550.0%
ぬっき~@ (Rank 32)2026/10/14137653.9%
躑躅 (Rank 36)2026/10/12146842.9%
BigBoin (Rank 33)2026/10/0587187.5%
juste (Rank 31)2026/09/30103730.0%
delicioso (Rank 34)2026/09/3083537.5%
タイヨウ (Rank 33)2026/09/29169756.2%
ふぇに (Rank 32)2026/09/14156940.0%
寿司眼鉄 (Rank 37)2026/09/0792722.2%
zakisan (Rank 36)2026/09/04156940.0%
ヘニオ (Rank 34)2026/09/04147750.0%
calmknight[냠냠] (Rank 31)2026/09/04148657.1%
太鼓の別人@夏Bonus無し (Rank 34)2026/09/03118372.7%
onigiryy_14 (Rank 36)2026/08/2982625.0%
かえる (Rank 38)2026/08/2993633.3%
타우끼/taukee (Rank 37)2026/08/1892722.2%
猫鼻 (Rank 32)2026/08/0695455.6%
テクノモデル (Rank 35)2026/07/26138561.5%
interceptor (Rank 39)2026/06/2483537.5%

Round openings

Pai

Career
2,404–2,295 · 51.2%
This season
802 matches · 45.0%
Peak rank
35

First hit in 57.9% of 3,040 rounds. Won 49.5% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 26.2% of rounds, against 13.0% in their other rounds.
  • Against Shun: moves in first in 21.1% of rounds, against 10.1% against everyone else.
  • After winning a round: moves in first in 16.6% of rounds, against 8.7% after losing one.
  • When ahead: moves in first in 16.8% of rounds, against 10.2% when level or behind.
  • In round 2: opens with “forward movement into PP Renshou” in 7.4% of rounds, against 4.7% in their other rounds.
  • Against Jeffry: opens with “7K+G Ensei Haijinkyaku” in 15.2% of rounds, against 5.7% against everyone else.
  • After winning a round: opens with “forward movement into PP Renshou” in 9.4% of rounds, against 3.7% after losing one.
  • When behind: opens with “9K Hi'en Tankyaku” in 11.6% of rounds, against 4.8% when ahead or level.

How is this tested?

Hi'en Tankyaku9K2116.9%
Ensei Haijinkyaku7K+G2056.7%
forward movement into RenshouPP1645.4%
backdash into evade up1314.3%
backdash into Souka Rensui3PP1244.1%
Senchuken6P1234.0%
forward movement into punchP1143.7%
backdash into Soukasui3P1133.7%
Honshin Soukyaku1K+G1103.6%
Soukasui3P903.0%
Honshin Soukyaku1K+G into guardG622.0%
backdash into Souka Raigekishou3PPP571.9%
guardG into Hi'en Tankyaku9K571.9%
crouch into Souka Rensui3PP551.8%
guardG551.8%

245 further openings account for the other 1,381 rounds.

Counted from 749 of the 802 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
Akira34–31 · 52%14–15 · 48%too few to test
Jacky31–28 · 53%16–14 · 53%-4.3
Jeffry27–20 · 57%8–15 · 35%too few to test
Wolf13–10 · 57%20–10 · 67%too few to test
Jean15–13 · 54%6–8 · 43%too few to test
Lau7–21 · 25%2–7 · 22%too few to test
Goh13–16 · 45%3–3 · 50%too few to test
Kage9–12 · 43%5–4 · 56%too few to test
Brad6–9 · 40%6–10 · 38%too few to test
Shun5–12 · 29%2–6 · 25%too few to test
Dural10–8 · 56%2–5 · 29%too few to test
Aoi3–7 · 30%4–10 · 29%too few to test
Lion6–12 · 33%2–2 · 50%too few to test
Vanessa3–8 · 27%5–5 · 50%too few to test
Sarah4–7 · 36%2–5 · 29%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

53 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 (16 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: 8 of 16 tests hold up