VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

Ame33

Career matches3,530
Career win rate48.6%
Round win rate47.8%
Peak rank27
Distinct opponents114
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1420 #2,539 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

Pai273,5301,7171,81348.6%

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

1,395 of 2,188 rounds counted

8.2 inputs a second (494 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.24941,395

By opponent's character

Akira8.3499216
Lion8.852762
Sarah7.9473134
Lau8.350091
Pai8.450786
Jacky8.349975
Goh8.4501124
Kage8.148684
Jeffry8.450442
Shun8.148845
El Blaze8.047796
Vanessa8.148490
Jean8.349971
Dural8.249337
Aoi7.645429
Lei Fei8.450614
Wolf8.550937
Brad8.551021
Taka8.450325
Eileen8.148316

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

Akira70294141.4%-7.9
Lion45242153.3%+13.8
Sarah45232251.1%-2.0
Lau42241857.1%+10.0
Pai41162539.0%-13.2
Jacky39132633.3%-4.4
Goh38122631.6%-5.3
Kage35191654.3%-4.7
Jeffry30151550.0%+5.9
Shun28121642.9%+4.3
El Blaze26141253.9%+0.8
Vanessa25141156.0%+0.7
Jean23131056.5%+12.9
Dural178947.1%+5.3
Aoi117463.6%+1.7
Lei Fei108280.0%+33.1
Wolf102820.0%-26.3
Brad85362.5%+4.9
Taka61516.7%-17.6
Eileen51420.0%-19.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Rectangle79354444.3%-4.3
Half Fence73373650.7%+2.0
Open67323547.8%+1.1
Octagon60233738.3%-11.0
Breakable Full Fence54292553.7%+5.5
Breakable Half Fence49193038.8%-10.3
Full Fence48242450.0%+3.7
Single Wall48222645.8%+6.6
Low Fence47272057.5%+13.2
Full Fence and Open147750.0%+2.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls36346.0%48.1%-2.1
No walls16250.0%44.3%+5.7

Walls against open: -7.9 points (95% range -16.7 to +1.0), p 0.082 — 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

TommyVF (Rank 27)2026/10/161841422.2%
Itesmee (Rank 27)2026/10/16148657.1%
RafaLeon (Rank 25)2026/10/1583537.5%
skywalkeR78081 (Rank 25)2026/10/1223131056.5%
goodjay (Rank 24)2026/10/0232181456.2%
NaughtNaught (Rank 32)2026/09/292261627.3%
CoolerTails (Rank 29)2026/09/2872528.6%
Blayer98 (Rank 23)2026/09/2785362.5%
nadol90 (Rank 36)2026/09/1382625.0%
Rodryu (Rank 33)2026/09/11111109.1%
PsiLo (Rank 23)2026/09/101310376.9%
virtuagamer (Rank 21)2026/09/031210283.3%
arikbo1 (Rank 28)2026/08/2423101343.5%
Dreamcast (Rank 26)2026/08/041810855.6%
Espiro (Rank 27)2026/06/2472528.6%
Mudi (Rank 25)2026/06/1697277.8%
Ilyricio (Rank 26)2026/06/09102820.0%
Smashquatch (Rank 30)2026/06/051761135.3%
Taro_Pietro (Rank 28)2026/05/3185362.5%
mp_Sanches (Rank 21)2026/05/2776185.7%
Demonell (Rank 24)2026/05/2264266.7%
Saago_65 (Rank 29)2026/05/20134930.8%
Onpwnage (Rank 28)2026/04/241613381.2%
Dr.Luckyshot (Rank 27)2026/04/23108280.0%
HighwindC (Rank 30)2026/04/14103730.0%

Round openings

Pai

Career
1,717–1,813 · 48.6%
This season
554 matches · 46.9%
Peak rank
27

First hit in 58.7% of 2,091 rounds. Won 49.1% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 42.3% of rounds, against 19.3% in their other rounds.
  • Against Pai: evades first in 56.9% of rounds, against 37.5% against everyone else.
  • After opening the round before by attacking: waits first in 24.2% of rounds, against 16.7% after anything else.
  • After losing a round: evades first in 50.6% of rounds, against 29.0% after winning one.
  • When behind: evades first in 49.1% of rounds, against 33.0% when ahead or level.
  • In round 1: opens with “crouch into 1K down-back kick” in 13.2% of rounds, against 4.0% in their other rounds.
  • Against Aoi: opens with “crouch into 1K down-back kick” in 16.3% of rounds, against 6.1% against everyone else.
  • After opening the round before with “crouch into 1K down-back kick”: opens with “evade up” in 24.8% of rounds, against 14.2% after anything else.
  • After winning a round: opens with “crouch into 2KK Renka Sentai” in 17.1% of rounds, against 7.6% after losing one.
  • When ahead: opens with “crouch into 2KK Renka Sentai” in 17.6% of rounds, against 8.6% when level or behind.

How is this tested?

RenshouPP into RaigekishouPPP35916.9%
evade up32615.3%
crouch into Renka Sentai2KK29013.6%
punchP into RenshouPP2049.6%
crouch into down-back kick1K1346.3%
evade up into Renkan Tanheki66KP874.1%
evade up into Ensei Haikyaku4K733.4%
evade up into Meishouho4P+K+G452.1%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK442.1%
evade up into Koutankyaku66K432.0%
evade up into Chouho Soukasui66P+K341.6%
evade up into Danshitsu Senshou6KP341.6%
guardG into Renka Sentai2KK281.3%
Sensaitai2K into Renka Sentai2KK271.3%
guardG261.2%

99 further openings account for the other 376 rounds.

Counted from 537 of the 554 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
Akira21–29 · 42%8–10 · 44%too few to test
Lion14–16 · 47%9–3 · 75%too few to test
Lau15–11 · 58%9–5 · 64%too few to test
Sarah13–17 · 43%8–3 · 73%too few to test
Goh6–16 · 27%4–9 · 31%too few to test
Jacky5–10 · 33%7–13 · 35%too few to test
Pai11–19 · 37%4–2 · 67%too few to test
Kage13–12 · 52%3–3 · 50%too few to test
Jeffry6–7 · 46%7–6 · 54%too few to test
Shun8–10 · 44%4–4 · 50%too few to test
El Blaze11–7 · 61%2–3 · 40%too few to test
Vanessa9–8 · 53%4–0 · 100%too few to test
Jean8–4 · 67%4–4 · 50%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.

17 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: 10 of 16 tests hold up