VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

don'tthink,feel.

Career matches11,179
Career win rate47.7%
Round win rate48.0%
Peak rank30
Distinct opponents375
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1501 #2,012 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

Pai3011,1795,3325,84747.7%

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

4,070 of 4,828 rounds counted

5.9 inputs a second (355 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.93554,070

By opponent's character

Jacky6.0358454
Akira6.1366419
Wolf6.0361327
Kage5.8346327
Shun5.8351255
Goh5.9353223
Sarah5.8345289
Pai6.2370243
Jeffry6.0358216
Vanessa5.7342218
Lion6.0358214
Lei Fei5.8349180
Jean5.9355175
Lau6.0360146
Brad5.9351121
Aoi5.9355103
El Blaze5.935164
Eileen5.834945
Taka5.633632
Dural5.432219

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

Jacky141697248.9%+1.0
Akira128606846.9%+0.6
Wolf102574555.9%+9.9
Kage92474551.1%+5.3
Shun80413951.2%+8.0
Goh76245231.6%-12.6
Sarah74383651.4%+1.4
Pai69383155.1%+5.8
Jeffry61273444.3%-0.7
Vanessa56243242.9%-9.6
Lion49272255.1%+4.5
Lei Fei47173036.2%-10.7
Jean43142932.6%-14.8
Lau42202247.6%+5.9
Brad36142238.9%-9.8
Aoi35161945.7%-5.8
El Blaze1712570.6%+16.8
Eileen146842.9%-7.2
Taka84450.0%-9.3
Dural62433.3%-16.4

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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 Fence144667845.8%-2.1
Open133775657.9%+11.6
Single Wall128587045.3%-1.8
Octagon122635951.6%+6.0
Low Fence114526245.6%-2.1
Rectangle113516245.1%-1.1
Half Fence112506244.6%-1.5
Breakable Full Fence106515548.1%-0.4
Full Fence88375142.0%-7.9
Full Fence and Open63253839.7%-8.4

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
Walls68546.4%47.2%-0.8
No walls37549.9%47.4%+2.5

Walls against open: -3.3 points (95% range -9.6 to +2.9), p 0.298 — 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

camelvf (Rank 27)2026/10/18106460.0%
abutora136 (Rank 27)2026/10/1384450.0%
T_munetora (Rank 26)2026/10/13138561.5%
nidone_55 (Rank 26)2026/10/13137653.9%
たけし (Rank 29)2026/10/06126650.0%
パイオツカイデ (Rank 27)2026/09/0336142238.9%
haira_76 (Rank 31)2026/09/0373442.9%
orz (Rank 29)2026/09/032081240.0%
めがね (Rank 25)2026/09/0387187.5%
KillBill (Rank 31)2026/09/02111109.1%
sentakuya_k (Rank 30)2026/08/23124833.3%
SanCaharoko (Rank 32)2026/08/22103730.0%
monky-d-taku (Rank 30)2026/08/17117463.6%
SUTEKI-_-san (Rank 29)2026/08/04126650.0%
Datchin1226 (Rank 32)2026/07/2393633.3%
e-muneyoshii (Rank 26)2026/07/2385362.5%
hayate (Rank 30)2026/07/22126650.0%
aomaro-IX (Rank 28)2026/07/0985362.5%
gzwiz53 (Rank 29)2026/07/04116554.5%
무파ZeroBlue (Rank 31)2026/07/04124833.3%
たか (Rank 29)2026/06/2983537.5%
Momomia (Rank 25)2026/06/2784450.0%
spykin_ (Rank 27)2026/05/21104640.0%
Stoto-Ship (Rank 28)2026/05/17105550.0%
kuni_sato (Rank 24)2026/05/0972528.6%

Round openings

Pai

Career
5,332–5,847 · 47.7%
This season
1,176 matches · 47.4%
Peak rank
30

First hit in 51.0% of 4,375 rounds. Won 51.4% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 29.8% of rounds, against 16.8% in their other rounds.
  • Against Jacky: moves in first in 6.1% of rounds, against 2.2% against everyone else.
  • After losing a round: waits first in 63.4% of rounds, against 47.4% after winning one.
  • When behind: waits first in 61.6% of rounds, against 49.8% when ahead or level.
  • In round 1: opens with “evade up into 9K Hi'en Tankyaku” in 17.6% of rounds, against 8.9% in their other rounds.
  • Against Shun: opens with “G guard into P+G throw” in 8.8% of rounds, against 2.7% against everyone else.
  • After losing a round: opens with “crouch into 1K down-back kick” in 18.5% of rounds, against 6.0% after winning one.
  • When behind: opens with “crouch into 1K down-back kick” in 16.5% of rounds, against 7.3% when ahead or level.

How is this tested?

evade up into Hi'en Tankyaku9K48511.0%
crouch into down-back kick1K46610.6%
backdash into Honrakukyaku46K+G2585.9%
Honshin Soukyaku1K+G1774.0%
guardG into throwP+G1373.1%
guardG1152.6%
guardG into evade down922.1%
evade up into Hi'en Rekkyaku9KK862.0%
crouch into Senchutai3K791.8%
guardG into Souanshou3P+K721.6%
crouch into Souka Rensui3PP701.6%
Shi'en Settai2K+G691.6%
guardG into crouch651.5%
guardG into evade up651.5%
crouch into Souanshou3P+K581.3%

367 further openings account for the other 2,099 rounds.

Counted from 1,069 of the 1,176 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
Jacky32–38 · 46%21–16 · 57%-14.1
Akira28–39 · 42%17–17 · 50%-7.5
Kage29–30 · 49%13–6 · 68%too few to test
Wolf26–25 · 51%18–11 · 62%too few to test
Shun30–25 · 55%7–9 · 44%too few to test
Sarah21–21 · 50%16–12 · 57%too few to test
Goh14–33 · 30%7–15 · 32%too few to test
Pai21–22 · 49%11–5 · 69%too few to test
Jeffry11–15 · 42%9–14 · 39%too few to test
Vanessa10–20 · 33%12–11 · 52%too few to test
Lion15–10 · 60%11–9 · 55%too few to test
Jean10–12 · 45%2–11 · 15%too few to test
Lei Fei8–17 · 32%2–2 · 50%too few to test
Brad9–9 · 50%4–10 · 29%too few to test
Aoi9–9 · 50%3–8 · 27%too few to test
Lau5–7 · 42%9–3 · 75%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.

107 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: 8 of 18 tests hold up