VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

HOO

Career matches876
Career win rate26.7%
Round win rate36.2%
Peak rank22
Distinct opponents114
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1004 #3,669 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

Pai2287623464226.7%

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

1,356 of 1,356 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.24901,356

By opponent's character

Aoi8.0481295
Akira8.0480139
Jacky8.1483121
Jeffry8.349695
Kage8.651684
El Blaze8.148885
Brad8.349965
Lau8.349667
Sarah8.148462
Pai7.947655
Jean8.450150
Vanessa8.249246
Shun7.343649
Taka8.953740
Wolf9.054233
Eileen9.154624
Goh8.450525
Dural9.355611
Lei Fei8.95376
Lion7.74594

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

Aoi70363451.4%+26.8
Akira3672919.4%-7.2
Jacky3182325.8%-3.3
Jeffry2371630.4%+2.5
Kage2241818.2%-5.4
El Blaze2161528.6%-7.2
Brad1721511.8%-21.8
Lau1761135.3%+3.3
Sarah1741323.5%+2.5
Pai145935.7%+4.8
Jean135838.5%+9.7
Vanessa1331023.1%-5.7
Shun1221016.7%-2.0
Taka110110.0%-29.1
Wolf9090.0%-32.2
Eileen7070.0%-33.4
Goh73442.9%+24.5
Dural3030.0%-37.6
Lei Fei2020.0%-14.0
Lion1010.0%-14.0

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Low Fence45133228.9%+3.3
Single Wall44113325.0%-4.7
Half Fence41152636.6%+6.2
Rectangle40152537.5%+8.9
Open39122730.8%+3.6
Full Fence3682822.2%-7.5
Breakable Full Fence2652119.2%-9.2
Octagon2432112.5%-14.1
Breakable Half Fence2161528.6%+2.3
Full Fence and Open1761135.3%+6.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18827.7%28.7%-1.0
No walls12828.1%27.5%+0.6

Walls against open: -1.6 points (95% range -15.6 to +12.4), p 0.823 — 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

おとうさん (Rank 23)2026/10/0631233.3%
委員ちょ (Rank 21)2026/10/06159660.0%
cs2skoda (Rank 22)2026/10/06121118.3%
hide2480gt (Rank 22)2026/09/0932166.7%
クロラム (Rank 21)2026/09/0742250.0%
きーすけ (Rank 22)2026/09/074040.0%
tsben3218 (Rank 21)2026/08/2861516.7%
yasai (Rank 23)2026/08/285050.0%
neco (Rank 21)2026/08/2641325.0%
うさぎ帝国 (Rank 18)2026/07/2691811.1%
karu9308 (Rank 16)2026/07/2164266.7%
pkgodhg (Rank 19)2026/07/21103730.0%
時宣院日要 (Rank 17)2026/07/2142250.0%
マッスルトマト (Rank 24)2026/07/214040.0%
Fczz0x (Rank 19)2026/07/2042251759.5%
cowcats (Rank 16)2026/07/2064266.7%
Fuji-Atsuka (Rank 16)2026/07/2095455.6%
ASSERT(m_pThink); (Rank 21)2026/07/2061516.7%
インドラー (Rank 16)2026/07/204040.0%
r7ivrmmy.mikihiro0125 (Rank 15)2026/07/1941325.0%
finalkinoko (Rank 12)2026/07/19150150.0%
VladeriKo (Rank 18)2026/07/1973442.9%
Might小麥豆漿 (Rank 21)2026/07/1974357.1%
Mevius1 (Rank 14)2026/07/1943175.0%
swhy2008 (Rank 6)2026/07/066060.0%

Round openings

Pai

Career
234–642 · 26.7%
This season
346 matches · 28.3%
Peak rank
22

First hit in 53.3% of 1,247 rounds. Won 39.2% of the rounds they struck first, 32.8% of the rounds they were struck first.

Significant Tells

  • Against Jacky: backs off first in 30.1% of rounds, against 12.6% against everyone else.
  • On Full Fence and Open stages: backs off first in 38.3% of rounds, against 13.0% on the other stages.
  • After winning a round: attacks straight away in 70.9% of rounds, against 57.5% after losing one.
  • When behind: evades first in 8.9% of rounds, against 4.6% when ahead or level.
  • Against Shun: opens with “7K+G Ensei Haijinkyaku” in 22.5% of rounds, against 4.7% against everyone else.
  • After losing a round: opens with “9K Hi'en Tankyaku into 9KK Hi'en Rekkyaku” in 7.2% of rounds, against 2.8% after winning one.

How is this tested?

Ensei Haijinkyaku7K+G665.2%
guardG604.8%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK594.7%
Kochoukyaku4K+G554.4%
Souanshou3P+K544.3%
evade up into Hi'en Rekkyaku9KK524.1%
Danshitsu6K into Danshitsu Senshou6KP403.2%
backdash373.0%
down-back punch+kick1P+K373.0%
RenshouPP into RaigekishouPPP312.5%
kickK into Ko'en SenkyakuKK282.2%
Rikensui1P231.8%
punchP into RenshouPP231.8%
Ensei Soushouheki4P221.8%
crouch into Senchutai3K221.8%

214 further openings account for the other 647 rounds.

Counted from 319 of the 346 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
Aoi20–14 · 59%10–13 · 43%too few to test
Akira2–12 · 14%5–14 · 26%too few to test
Jacky2–11 · 15%3–6 · 33%too few to test
El Blaze3–7 · 30%3–8 · 27%too few to test
Jeffry4–6 · 40%1–6 · 14%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.

27 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: 6 of 16 tests hold up