VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

specialweek3250

Career matches3,319
Career win rate51.4%
Round win rate51.0%
Peak rank34
Distinct opponents184
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1543 #1,721 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

Pai343,3191,7071,61251.4%

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

1,915 of 2,303 rounds counted

7.1 inputs a second (424 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.14241,915

By opponent's character

Akira7.0417279
Jacky6.7404167
Jean7.3440211
Wolf7.0423178
Jeffry7.1426113
Lei Fei7.2432114
Pai7.0420113
Goh7.0419101
Kage7.2431103
Brad7.042193
El Blaze7.142662
Sarah7.041982
Shun7.242976
Vanessa7.243454
Lau7.142875
Lion6.941545
Dural7.444520
Eileen7.343610
Aoi7.444310
Taka7.44469

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

Akira80423852.5%+1.3
Jacky55262947.3%-7.1
Jean53282552.8%+6.1
Wolf45222348.9%-7.3
Jeffry37191851.4%+0.9
Lei Fei35201557.1%+6.8
Pai32131940.6%-5.5
Goh3022873.3%+22.1
Kage26121446.1%-0.8
Brad25151060.0%+6.3
El Blaze24121250.0%+0.2
Sarah24131154.2%+1.1
Shun24111345.8%-9.5
Vanessa21111052.4%-1.0
Lau1910952.6%-5.5
Lion1441028.6%-24.0
Dural64266.7%+23.0
Eileen64266.7%+10.4
Aoi41325.0%-30.5
Taka31233.3%-7.6

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 Fence70393155.7%+4.7
Single Wall66323448.5%-6.1
Rectangle65392660.0%+9.8
Half Fence64372757.8%+10.7
Breakable Half Fence53312258.5%+6.3
Octagon50232746.0%-10.3
Open49232646.9%-3.8
Breakable Full Fence43212248.8%-0.5
Full Fence43202346.5%-5.5
Full Fence and Open36152141.7%-7.9

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
Walls31853.8%51.4%+2.4
No walls18550.8%52.1%-1.3

Walls against open: +3.7 points (95% range -5.9 to +13.3), p 0.453 — 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

∈挙動不審∋ (Rank 33)2026/10/16118372.7%
(˘д˘)ʃStranger (Rank 34)2026/10/1672528.6%
Hi:D (Rank 35)2026/10/161641225.0%
鳩男 (Rank 32)2026/10/1474357.1%
jiwoonpk (Rank 32)2026/10/1481712.5%
えびもち (Rank 31)2026/10/1498188.9%
のみ (Rank 33)2026/10/13105550.0%
NORESPECT (Rank 36)2026/10/02156940.0%
ヘニオ (Rank 34)2026/10/022316769.6%
tamaneen (Rank 30)2026/10/0254180.0%
zaduhkj (Rank 35)2026/09/2883537.5%
donburiblaze (Rank 31)2026/09/2453260.0%
ジャキる。 (Rank 32)2026/09/1593633.3%
南部の釣れないルアー (Rank 33)2026/09/1563350.0%
小名浜DC (Rank 36)2026/09/1585362.5%
BANANA (Rank 30)2026/09/1464266.7%
ぷこ (Rank 35)2026/09/0991811.1%
JoonJoon (Rank 36)2026/09/0383537.5%
佐藤です (Rank 35)2026/08/30117463.6%
SAMCHAY® (Rank 32)2026/08/30106460.0%
どっせ (Rank 37)2026/08/23117463.6%
liangliangit (Rank 34)2026/08/2265183.3%
ふぇに (Rank 33)2026/08/1794544.4%
くろね@のびしろF (Rank 35)2026/08/0582625.0%
イイダ (Rank 29)2026/08/0552340.0%

Round openings

Pai

Career
1,707–1,612 · 51.4%
This season
563 matches · 51.5%
Peak rank
34

First hit in 54.5% of 1,932 rounds. Won 56.2% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 37.5% of rounds, against 12.1% in their other rounds.
  • Against Shun: evades first in 39.6% of rounds, against 4.6% against everyone else.
  • After opening the round before by evading: evades first in 24.5% of rounds, against 6.2% after anything else.
  • In round 1: opens with “crouch into 2KK Renka Sentai” in 12.2% of rounds, against 6.3% in their other rounds.
  • Against Brad: opens with “backdash into 46P+K Tenshin Oushoushou” in 30.6% of rounds, against 12.4% against everyone else.
  • After opening the round before with “backdash into 46P+K Tenshin Oushoushou”: opens with “backdash into 46P+K Tenshin Oushoushou” in 25.9% of rounds, against 14.0% after anything else.

How is this tested?

backdash into Tenshin Oushoushou46P+K26113.3%
Souka Rensui3PP into Souka Raigekishou3PPP20010.2%
crouch into Renka Sentai2KK1517.7%
punchP into RenshouPP1196.1%
Soukasui3P into Souka Rensui3PP1055.4%
RenshouPP into RaigekishouPPP834.2%
guardG643.3%
Sensaitai2K into Renka Sentai2KK603.1%
Meishouho4P+K+G into Ensei SenpukyakuK+G512.6%
Soukasui3P462.4%
punchP into Souchuken2P452.3%
evade up into Souanshou3P+K432.2%
backdash into Soukasui3P392.0%
Souanshou3P+K371.9%
no input311.6%

180 further openings account for the other 620 rounds.

Counted from 477 of the 563 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
Akira24–20 · 55%12–10 · 55%too few to test
Jean16–10 · 62%7–7 · 50%too few to test
Jacky8–13 · 38%10–12 · 45%too few to test
Jeffry8–11 · 42%6–4 · 60%too few to test
Pai6–12 · 33%6–7 · 46%too few to test
Lei Fei10–6 · 62%6–4 · 60%too few to test
Wolf8–7 · 53%6–3 · 67%too few to test
Brad11–5 · 69%2–2 · 50%too few to test
Kage8–10 · 44%0–0 · —too few to test
Shun8–7 · 53%2–3 · 40%too few to test
Goh6–3 · 67%10–3 · 77%too few to test
El Blaze6–6 · 50%5–3 · 62%too few to test
Vanessa4–6 · 40%7–3 · 70%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.

86 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: 6 of 16 tests hold up