VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

speedymat

Career matches12,226
Career win rate45.6%
Round win rate51.2%
Peak rank30
Distinct opponents211
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1443 #2,396 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

Pai3012,2265,5796,64745.6%

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

4,150 of 5,075 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.94144,150

By opponent's character

Akira6.7404500
Shun5.2312372
Sarah7.1426337
Goh7.2433216
Pai7.2430327
Lion7.0418302
Jean7.2431276
Aoi6.9413228
Jacky7.5448207
El Blaze7.2435225
Kage7.0419175
Jeffry7.6455110
Brad7.2433137
Eileen7.0423157
Dural6.9416128
Lau7.2435132
Vanessa7.2429108
Lei Fei6.840666
Wolf7.444589
Taka8.450758

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

Akira1515110033.8%-7.5
Shun118586049.1%+1.6
Sarah106634359.4%+1.9
Goh105465943.8%-2.3
Pai101643763.4%+2.5
Lion98336533.7%-1.3
Jean72423058.3%+2.6
Aoi66481872.7%+9.4
Jacky66372956.1%+0.2
El Blaze57372064.9%+10.2
Kage52252748.1%-4.3
Jeffry48272156.2%+2.9
Brad44242054.5%+3.2
Eileen42261661.9%-5.0
Dural41113026.8%-10.0
Lau41192246.3%-8.4
Vanessa37261170.3%+8.4
Lei Fei2617965.4%+19.4
Wolf25111444.0%-7.1
Taka2171433.3%-15.5

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Half Fence154728246.8%-3.2
Breakable Full Fence153767749.7%-0.2
Single Wall146737350.0%-1.4
Octagon136726452.9%+4.7
Low Fence135647147.4%-3.7
Breakable Half Fence129686152.7%+0.4
Open128616747.7%+0.9
Full Fence118694958.5%+4.8
Rectangle93563760.2%+2.1
Full Fence and Open47272057.5%+2.4

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
Walls78352.7%51.6%+1.1
No walls40948.4%49.7%-1.3

Walls against open: +2.4 points (95% range -3.9 to +8.6), 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

RustyTachikoma[EU] (Rank 25)2026/10/17189950.0%
brogasaurusrex (Rank 29)2026/10/132642215.4%
Saago_65 (Rank 35)2026/10/134293321.4%
Itesmee (Rank 27)2026/10/1238241463.2%
Drawn_ (Rank 29)2026/10/0827141351.9%
Ilyricio (Rank 28)2026/10/0638152339.5%
NaughtNaught (Rank 32)2026/09/2946103621.7%
skywalkeR78081 (Rank 26)2026/09/2849361373.5%
joyKiller (Rank 26)2026/09/27167943.8%
Smashquatch (Rank 31)2026/09/242141719.1%
RickoSama (Rank 21)2026/09/245851787.9%
cooladdy123 (Rank 27)2026/09/222091145.0%
PsiLo (Rank 21)2026/09/221713476.5%
Kephirat (Rank 25)2026/09/12168850.0%
Brolly727 (Rank 31)2026/08/262371630.4%
SDrakeo (Rank 29)2026/08/232181338.1%
LordBaconTheBoss (Rank 29)2026/08/192652119.2%
Onpwnage (Rank 34)2026/08/0337162143.2%
goodjay (Rank 25)2026/08/03138561.5%
RJOHNSON0001 (Rank 25)2026/08/022113861.9%
EverlastingFGC[SCO] (Rank 32)2026/07/281641225.0%
GOMVPGO (Rank 31)2026/07/27322306.2%
WeirdGoose (Rank 26)2026/06/22168850.0%
JayeGuevara (Rank 21)2026/05/272221195.5%
Shima (Rank 24)2026/05/171881044.4%

Round openings

Pai

Career
5,579–6,647 · 45.6%
This season
1,317 matches · 51.0%
Peak rank
30

First hit in 50.6% of 4,781 rounds. Won 55.1% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 2: moves in first in 1.4% of rounds, against 0.4% in their other rounds.
  • Against Shun: evades first in 10.0% of rounds, against 2.4% against everyone else.
  • After opening the round before by attacking: attacks straight away in 94.1% of rounds, against 78.6% after anything else.
  • After the opponent opened the round before by waiting: waits first in 6.5% of rounds, against 2.4% after anything else.
  • After winning a round: waits first in 3.9% of rounds, against 1.9% after losing one.
  • When ahead: waits first in 4.1% of rounds, against 2.1% when level or behind.
  • Against a Shun on 1+ drinks: attacks straight away in 94.4% of rounds, against 68.3% against a Shun on other counts.
  • In round 4 or later: opens with “3P Soukasui into 3PK Souka Senpukyaku” in 13.2% of rounds, against 10.7% in their other rounds.
  • Against Sarah: opens with “2P+KK Tenshi Katsumentai Haishin into 2P+KKP Renkan Tenshin Jujishou” in 13.5% of rounds, against 8.1% against everyone else.
  • After opening the round before with “2P+KK Tenshi Katsumentai Haishin into 2P+KKP Renkan Tenshin Jujishou”: opens with “P punch into 4P Ensei Soushouheki” in 10.8% of rounds, against 6.4% after anything else.
  • After the opponent opened the round before with “backdash into backward movement”: opens with “P punch into 4P Ensei Soushouheki” in 14.8% of rounds, against 6.6% after anything else.

How is this tested?

Soukasui3P into Souka Senpukyaku3PK54811.3%
Tenshi Katsumentai Haishin2P+KK into Renkan Tenshin Jujishou2P+KKP4138.5%
Ensei Haijinkyaku7K+G4108.5%
punchP into RenshouPP3777.8%
punchP into Ensei Soushouheki4P3286.8%
Shi'en Settai2K+G2825.8%
Souanshou3P+K2755.7%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK1964.0%
Rikensui1P into punchP1833.8%
Rikensui1P1463.0%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK1322.7%
Soukasui3P into backward movement1292.7%
evade up into Hi'en Rekkyaku9KK901.9%
no input671.4%
RenshouPP into RaigekishouPPP631.3%

172 further openings account for the other 1,200 rounds.

Counted from 1,248 of the 1,317 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
Akira32–53 · 38%13–35 · 27%+1.0
Shun35–31 · 53%17–20 · 46%too few to test
Sarah40–22 · 65%18–13 · 58%+9.4
Goh32–37 · 46%7–14 · 33%too few to test
Lion21–35 · 38%11–26 · 30%+6.4
Pai36–20 · 64%23–11 · 68%too few to test
Aoi30–14 · 68%13–4 · 76%too few to test
Jacky21–20 · 51%8–7 · 53%too few to test
Jean22–17 · 56%8–4 · 67%too few to test
El Blaze20–8 · 71%12–9 · 57%too few to test
Kage11–14 · 44%7–9 · 44%too few to test
Brad17–9 · 65%6–8 · 43%too few to test
Dural8–20 · 29%2–10 · 17%too few to test
Lau11–11 · 50%2–8 · 20%too few to test
Jeffry6–8 · 43%16–9 · 64%too few to test
Eileen16–6 · 73%8–2 · 80%too few to test
Vanessa11–5 · 69%10–2 · 83%too few to test
Lei Fei13–7 · 65%4–1 · 80%too few to test
Wolf4–6 · 40%3–6 · 33%too few to test
Taka3–8 · 27%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.

69 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: 11 of 18 tests hold up