VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

MASTER-J

Career matches264
Career win rate64.8%
Round win rate57.3%
Peak rank30
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1548 #1,682 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

Pai302641719364.8%

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

424 of 424 rounds counted

11.3 inputs a second (678 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai11.3678424

By opponent's character

Sarah11.166466
Jacky11.669651
Wolf12.273149
Akira11.267236
El Blaze11.267538
Brad12.172429
Jeffry11.468420
Kage9.758018
Lau11.267523
Lei Fei11.468320
Pai10.462619
Aoi11.166312
Eileen10.56309
Goh12.47437
Shun10.66389
Vanessa10.96577
Jean11.97133
Lion10.66384
Taka11.26734

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

Sarah1612475.0%+14.1
Jacky124833.3%-31.2
Wolf128466.7%+3.6
Akira93633.3%-27.6
El Blaze95455.6%+0.7
Brad85362.5%+3.6
Jeffry54180.0%+19.8
Kage54180.0%+30.1
Lau52340.0%-27.9
Lei Fei53260.0%-3.6
Pai54180.0%+12.5
Aoi32166.7%-4.4
Eileen21150.0%-8.4
Goh220100.0%+40.9
Shun220100.0%+37.3
Vanessa2020.0%-54.9
Jean110100.0%+25.9
Lion110100.0%+47.3
Taka110100.0%+60.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Low Fence1812666.7%+6.1
Single Wall1711664.7%+3.9
Half Fence146842.9%-19.8
Full Fence118372.7%+13.9
Breakable Half Fence95455.6%-8.3
Breakable Full Fence73442.9%-19.3
Open74357.1%-5.5
Full Fence and Open62433.3%-26.0
Octagon65183.3%+28.5
Rectangle54180.0%+24.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls5259.6%60.0%-0.4
No walls4264.3%61.6%+2.6

Walls against open: -3.0 points (95% range -23.5 to +17.5), p 0.773 — 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

ひろくん (Rank 29)2026/10/1575271.4%
xXsoul-childXx (Rank 30)2026/10/1531233.3%
gimoring (Rank 29)2026/10/15220100.0%
소롱 (Rank 31)2026/10/1542250.0%
TAPIOKA (Rank 30)2026/10/152020.0%
都筑まもる君 (Rank 31)2026/10/1552340.0%
nanami.madogiwa (Rank 33)2026/10/152020.0%
鳩男 (Rank 32)2026/10/15220100.0%
Uecchi-Ver53 (Rank 31)2026/10/154040.0%
まっくすさら (Rank 33)2026/10/1542250.0%
suga__chan (Rank 27)2026/10/1531233.3%
junicue (Rank 32)2026/10/1521150.0%
オオカミ (Rank 30)2026/10/152020.0%
ルビーロマン葵 (Rank 33)2026/10/1232166.7%
wildguy177 (Rank 32)2026/10/12220100.0%
game_uver (Rank 32)2026/10/12105550.0%
amakuchi-3 (Rank 26)2026/09/1531233.3%
Garuyan (Rank 26)2026/09/1532166.7%
ガンジャッキー (Rank 27)2026/09/0931233.3%
ちょいそる (Rank 25)2026/09/09220100.0%
Satotti_3104 (Rank 23)2026/09/09220100.0%
kowalski (Rank 25)2026/09/0932166.7%
cjnholife (Rank 26)2026/09/0943175.0%
ぱぱ (Rank 22)2026/09/0932166.7%
ちぇびーまるやま (Rank 23)2026/09/09440100.0%

Round openings

Pai

Career
171–93 · 64.8%
This season
105 matches · 61.0%
Peak rank
30

First hit in 51.4% of 212 rounds. Won 63.3% of the rounds they struck first, 62.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchuken6P into crouch dash forward178.0%
punchP into Senchuken6P125.7%
Senchuken6P into evade down104.7%
Soukasui3P into Souka Rensui3PP104.7%
Hi'en Tankyaku9K94.2%
Ryoushou6P+K into Renkan Maho Chuken6P+KP83.8%
Heiho Chutenshou64P into Takuten Soudou64PP73.3%
Senchuken6P52.4%
Senchutai3K52.4%
Enshi Soushou66P41.9%
Hi'en Tankyaku9K into crouch dash forward41.9%
Soukasui3P into Souka Senpukyaku3PK41.9%
forward dash into guardG41.9%
forward movement into punchP41.9%
Chouho Soukasui66P+K31.4%

83 further openings account for the other 106 rounds.

Counted from 53 of the 105 matches played. The rest were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Pai: not tested (too few rounds)