VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Pai

uki-Jaguar

Career matches2,166
Career win rate48.4%
Round win rate47.9%
Peak rank28
Distinct opponents123
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1375 #2,778 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

Pai282,1661,0491,11748.4%

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

1,019 of 1,264 rounds counted

6.3 inputs a second (380 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.33801,019

By opponent's character

Akira6.4381161
Aoi6.1366148
Wolf6.639475
Sarah6.2372108
Pai6.337768
Shun6.539080
Jeffry6.438378
El Blaze6.539059
Lion6.136730
Goh6.639430
Jacky6.237350
Jean6.740428
Eileen6.337836
Lau6.639920
Brad5.935324
Lei Fei6.237015
Kage6.03574
Vanessa6.63955

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

Akira55223340.0%-7.0
Aoi43142932.6%-18.0
Wolf29181162.1%+23.8
Sarah27151255.6%+14.2
Pai2291340.9%-14.5
Shun2215768.2%+25.6
Jeffry21111052.4%+3.4
El Blaze1971236.8%-15.7
Lion136746.1%-0.3
Goh127558.3%+21.4
Jacky125741.7%+3.2
Jean106460.0%+20.1
Eileen92722.2%-24.6
Lau93633.3%-16.8
Brad6060.0%-40.9
Lei Fei43175.0%+30.7
Kage1010.0%-29.2
Vanessa110100.0%+34.0

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Full Fence45202544.4%+1.0
Octagon39152438.5%-11.4
Single Wall38221657.9%+11.4
Rectangle36152141.7%-1.0
Half Fence34191555.9%+9.7
Low Fence30121840.0%-10.7
Open2681830.8%-8.5
Breakable Full Fence24111345.8%+0.7
Breakable Half Fence1810855.6%+13.1
Full Fence and Open95455.6%+8.1

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19645.9%45.2%+0.8
No walls9444.7%45.9%-1.2

Walls against open: +1.9 points (95% range -11.0 to +14.9), p 0.768 — 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

下P撃ち過ぎですか!? (Rank 26)2026/10/15115645.5%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/10/155050.0%
コナモン@konamon4119 (Rank 28)2026/10/1484450.0%
fazz00r (Rank 28)2026/10/124040.0%
omuretukun (Rank 25)2026/10/1042250.0%
KYOROICHI (Rank 27)2026/10/096060.0%
どろパイ (Rank 29)2026/10/0275271.4%
さみぃ_ANTARES (Rank 30)2026/09/244040.0%
allgonnaworkout (Rank 27)2026/08/3195455.6%
CELIS (Rank 28)2026/08/3153260.0%
ねこ吉 (Rank 24)2026/08/31106460.0%
金田一の少年 (Rank 26)2026/08/29440100.0%
カミナリおやじ (Rank 29)2026/08/2951420.0%
パニガーレ (Rank 25)2026/08/2442250.0%
nekota (Rank 24)2026/08/2254180.0%
tamaneen (Rank 27)2026/08/2262433.3%
Wonda15426 (Rank 27)2026/08/2042250.0%
ズサ齋藤 (Rank 27)2026/08/1741325.0%
meine (Rank 24)2026/08/0495455.6%
ぽん (Rank 25)2026/08/0441325.0%
Martin1833 (Rank 24)2026/07/214040.0%
え~る (Rank 25)2026/05/1754180.0%
μ (Rank 25)2026/05/1643175.0%
Nox (Rank 27)2026/05/1341325.0%
camelvf (Rank 24)2026/03/2853260.0%

Round openings

Pai

Career
1,049–1,117 · 48.4%
This season
315 matches · 45.7%
Peak rank
28

First hit in 50.9% of 1,112 rounds. Won 54.2% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 60.0% of rounds, against 50.4% in their other rounds.
  • Against Aoi: evades first in 11.6% of rounds, against 4.6% against everyone else.
  • In round 1: opens with “G guard” in 14.6% of rounds, against 9.1% in their other rounds.

How is this tested?

guardG11710.5%
guardG into evade up756.7%
guardG into punchP605.4%
crouch into down-back kick1K534.8%
Sensaitai2K into Renka Sentai2KK474.2%
crouch into Renka Sentai2KK413.7%
punchP into RenshouPP403.6%
guardG into Honshin Soukyaku1K+G343.0%
punchP322.9%
Honshin Soukyaku1K+G302.7%
guardG into RenshouPP262.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK252.2%
Ensei Haijinkyaku7K+G242.1%
RenshouPP into Renken ToukyakuPPK232.1%
guardG into throw escape232.1%

142 further openings account for the other 466 rounds.

Counted from 280 of the 315 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
Akira12–21 · 36%4–6 · 40%too few to test
Aoi10–19 · 34%3–3 · 50%too few to test
Wolf13–8 · 62%2–3 · 40%too few to test
Sarah4–7 · 36%9–5 · 64%too few to test
Shun6–4 · 60%6–3 · 67%too few to test
Pai7–5 · 58%0–5 · 0%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.

35 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: 3 of 15 tests hold up