VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

yotty_21

Career matches3,067
Career win rate48.8%
Round win rate48.6%
Peak rank28
Distinct opponents104
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1444 #2,388 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

Pai283,0671,4961,57148.8%

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

1,167 of 1,245 rounds counted

5.5 inputs a second (330 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.53301,167

By opponent's character

Akira5.6338160
Aoi5.5330114
Kage5.1304114
Sarah5.432571
Wolf5.633795
Jacky5.6336101
Jeffry5.4322100
Jean5.432670
Goh5.633660
Lion5.734148
Lau5.834633
Pai5.834942
Brad6.136437
Vanessa5.533225
Lei Fei5.432622
Shun5.332125
Eileen5.030317
Taka5.231017
Dural5.231112
El Blaze5.03024

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

Akira39172243.6%-6.7
Aoi31181358.1%+7.1
Kage30191163.3%+14.9
Sarah27101737.0%-8.4
Wolf2681830.8%-6.2
Jacky2516964.0%+10.5
Jeffry2415962.5%+8.2
Jean1841422.2%-19.3
Goh146842.9%-9.7
Lion124833.3%-10.8
Lau118372.7%+31.0
Pai116554.5%+0.2
Brad104640.0%-12.8
Vanessa73442.9%-0.4
Lei Fei64266.7%+13.8
Shun62433.3%-2.6
Eileen5050.0%-36.2
Taka43175.0%+33.4
Dural31233.3%-14.0
El Blaze1010.0%-42.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Half Fence44232152.3%-3.6
Octagon42172540.5%-7.0
Half Fence39192048.7%+3.3
Breakable Full Fence33151845.5%+5.2
Open28161257.1%+9.7
Single Wall28121642.9%-5.7
Rectangle27161159.3%+13.0
Full Fence25131252.0%+4.9
Low Fence1971236.8%-6.5
Full Fence and Open126650.0%-6.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21049.0%47.6%+1.5
No walls7546.7%46.8%-0.2

Walls against open: +1.6 points (95% range -12.0 to +15.3), p 0.813 — 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

Laozhou (Rank 26)2026/10/1664266.7%
orz (Rank 29)2026/10/1675271.4%
拳拳體爆光 (Rank 23)2026/10/1586275.0%
銀髪ザムライ (Rank 25)2026/10/1475271.4%
bonbon (Rank 29)2026/10/1453260.0%
茗荷【みょうが】 (Rank 23)2026/10/1364266.7%
TaKaArAsHi573 (Rank 28)2026/10/1271614.3%
hatoman[otoware] (Rank 28)2026/10/1251420.0%
トローリロートル (Rank 26)2026/10/1198188.9%
KAZ-morimorimiso- (Rank 31)2026/10/074040.0%
こっちん scrooge6lsb (Rank 29)2026/10/074040.0%
神無月夏美Vtuber (Rank 28)2026/10/0554180.0%
鳩男 (Rank 29)2026/07/2552340.0%
要你命3000 (Rank 27)2026/07/2551420.0%
あつあげ (Rank 29)2026/07/2262433.3%
ゅろぽ (Rank 24)2026/07/2043175.0%
twinsshine (Rank 27)2026/07/1881712.5%
☆瞳氷☆ (Rank 23)2026/07/1887187.5%
タマゴン(GTR) (Rank 29)2026/07/1854180.0%
ooosugi1202 (Rank 28)2026/07/184040.0%
失礼!スマッシュ☆彡 (Rank 25)2026/07/0454180.0%
MATSUNAGAAKIRA.REBOOT (Rank 27)2026/06/2242250.0%
방가방가 (Rank 24)2026/06/18440100.0%
DDaDDai (Rank 24)2026/06/1153260.0%
xXsoul-childXx (Rank 27)2026/06/0962433.3%

Round openings

Pai

Career
1,496–1,571 · 48.8%
This season
310 matches · 47.7%
Peak rank
28

First hit in 50.9% of 801 rounds. Won 50.7% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 8.6% of rounds, against 1.5% in their other rounds.
  • In round 4 or later: opens with “G guard into P punch” in 15.3% of rounds, against 7.8% in their other rounds.

How is this tested?

guardG10613.1%
guardG into Tenshin Oushoushou46P+K8610.6%
guardG into punchP799.8%
Tenshin Oushoushou46P+K658.0%
Enbu Renkyaku6K+G536.5%
Senchuken6P313.8%
Honshin Soukyaku1K+G283.5%
guardG into Honshin Soukyaku1K+G263.2%
crouch into Renka Sentai2KK243.0%
punchP into RenkentaiPK172.1%
guardG into Renka Sentai2KK151.9%
Souka Rensui3PP into Souka Raigekishou3PPP121.5%
guardG into Renkan Maho Chuken6P+KP121.5%
Kochoukyaku4K+G111.4%
guardG into Ensei Soushouheki4P111.4%

99 further openings account for the other 233 rounds.

Counted from 198 of the 310 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
Akira11–11 · 50%3–4 · 43%too few to test
Aoi7–7 · 50%4–1 · 80%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.

112 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 (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