VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

【降格】山盛り

Career matches3,632
Career win rate50.3%
Round win rate49.3%
Peak rank32
Distinct opponents244
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1567 #1,563 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

Pai323,6321,8271,80550.3%

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

2,159 of 2,981 rounds counted

7.3 inputs a second (436 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.34362,159

By opponent's character

Akira7.5448252
Jacky7.3440241
Wolf7.4445195
Jeffry7.3438187
Pai7.1427185
Aoi7.3436164
El Blaze7.2429172
Sarah7.142698
Goh7.5452105
Vanessa7.444349
Jean7.142594
Shun7.142784
Kage6.841078
Lau7.444650
Brad7.243160
Dural7.544838
Lei Fei7.343930
Lion7.343633
Taka7.242932
Eileen7.142612

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

Akira71333846.5%-2.9
Jacky70373352.9%+10.2
Wolf69363352.2%+4.0
Jeffry66273940.9%-11.9
Pai62313150.0%+0.5
Aoi55243143.6%-10.0
El Blaze50292158.0%+15.2
Sarah34132138.2%-9.5
Goh32161650.0%+1.4
Vanessa31201164.5%+20.4
Jean30141646.7%-4.3
Shun30181260.0%+10.2
Kage2471729.2%-23.4
Lau2171433.3%-9.6
Brad178947.1%+1.2
Dural178947.1%-6.7
Lei Fei169756.2%+7.2
Lion159660.0%+13.3
Taka103730.0%-13.7
Eileen52340.0%-14.1

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

Half Fence82414150.0%-0.6
Low Fence80374346.2%-5.3
Single Wall77403752.0%+6.9
Full Fence75324342.7%-4.3
Rectangle74403454.0%+5.0
Open70343648.6%+2.6
Octagon68333548.5%+2.9
Breakable Full Fence66303645.5%-5.0
Breakable Half Fence59322754.2%+5.9
Full Fence and Open35152042.9%-2.1

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
Walls42449.1%48.6%+0.5
No walls22748.9%47.8%+1.1

Walls against open: -0.7 points (95% range -9.1 to +7.7), p 0.874 — 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

え~る (Rank 29)2026/10/18117463.6%
雷電 (Rank 30)2026/10/18104640.0%
肉彦さん☆彡 (Rank 31)2026/10/181511473.3%
コロット (Rank 28)2026/10/1886275.0%
ER_higante (Rank 29)2026/10/18106460.0%
yamaneko (Rank 29)2026/10/1861516.7%
44884 (Rank 33)2026/10/17117463.6%
juste (Rank 32)2026/10/1662433.3%
鳩男 (Rank 32)2026/10/16156940.0%
xXsoul-childXx (Rank 30)2026/10/1675271.4%
カプリッチョ (Rank 27)2026/10/12108280.0%
temp002 (Rank 30)2026/10/111810855.6%
銀 (Rank 29)2026/10/1074357.1%
兀庵☆ (Rank 31)2026/10/1064266.7%
a_h_i_k_o (Rank 27)2026/10/0465183.3%
ほーげつ (Rank 28)2026/10/0383537.5%
ヘニオ (Rank 32)2026/09/2761516.7%
Koutei (Rank 32)2026/09/24126650.0%
さざび (Rank 29)2026/09/0687187.5%
sby (Rank 27)2026/07/3164266.7%
culis (Rank 30)2026/06/1484450.0%
けいすけ新宿 (Rank 31)2026/06/07107370.0%
ふぇに (Rank 33)2026/06/07178947.1%
Datchin1226 (Rank 31)2026/05/3164266.7%
LEO (Rank 32)2026/05/1794544.4%

Round openings

Pai

Career
1,827–1,805 · 50.3%
This season
725 matches · 48.4%
Peak rank
32

First hit in 50.2% of 2,447 rounds. Won 52.9% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 19.8% of rounds, against 13.5% in their other rounds.
  • Against Aoi: attacks straight away in 29.0% of rounds, against 20.2% against everyone else.
  • After winning a round: attacks straight away in 29.0% of rounds, against 17.0% after losing one.
  • When behind: moves in first in 16.7% of rounds, against 10.7% when ahead or level.
  • In round 3: opens with “crouch into 3PP Souka Rensui” in 20.0% of rounds, against 13.7% in their other rounds.
  • Against Akira: opens with “G guard into evade up” in 7.9% of rounds, against 3.2% against everyone else.
  • After winning a round: opens with “4P+K+G Meishouho into K+G Ensei Senpukyaku” in 10.4% of rounds, against 5.7% after losing one.

How is this tested?

crouch into Souka Rensui3PP37515.2%
forward movement into punchP2319.4%
Meishouho4P+K+G into Ensei SenpukyakuK+G1646.7%
guardG into evade up913.7%
forward movement into RenshouPP853.5%
guardG into evade down813.3%
crouch into down-back kick1K793.2%
guardG into Renka Sentai2KK793.2%
crouch into Souka Raigekishou3PPP602.4%
Meishouho4P+K+G582.4%
backdash into Honrakukyaku46K+G582.4%
evade up into Kochoukyaku4K+G401.6%
Meishouho4P+K+G into Kochoukyaku4K+G361.5%
Kochoukyaku4K+G281.1%
throwP+G into Kochoukyaku4K+G281.1%

245 further openings account for the other 969 rounds.

Counted from 597 of the 725 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
Wolf18–20 · 47%9–2 · 82%too few to test
Jeffry16–17 · 48%5–18 · 22%too few to test
Akira13–17 · 43%13–9 · 59%too few to test
Aoi11–16 · 41%6–9 · 40%too few to test
Jacky17–16 · 52%4–6 · 40%too few to test
El Blaze12–12 · 50%11–6 · 65%too few to test
Pai14–15 · 48%7–6 · 54%too few to test
Vanessa10–5 · 67%9–6 · 60%too few to test
Shun12–6 · 67%4–3 · 57%too few to test
Goh8–8 · 50%5–4 · 56%too few to test
Jean4–8 · 33%6–3 · 67%too few to test
Sarah7–10 · 41%2–3 · 40%too few to test
Kage3–7 · 30%3–5 · 38%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.

128 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: 7 of 16 tests hold up