VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Pai

run-run52

Career matches5,069
Career win rate45.0%
Round win rate44.6%
Peak rank31
Distinct opponents245
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1532 #1,794 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

Pai315,0692,2792,79045.0%

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

1,888 of 2,354 rounds counted

4.9 inputs a second (295 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai4.92951,888

By opponent's character

Wolf5.0302253
Akira4.9292249
Jacky5.0300178
Jean4.8288158
Jeffry5.0302117
Shun4.9294103
Sarah4.929497
Brad5.231098
El Blaze5.030182
Goh4.929284
Kage4.526885
Vanessa4.929372
Lau4.828851
Lion4.627432
Aoi5.130752
Pai5.130853
Lei Fei4.627745
Taka4.929228
Eileen4.828727
Dural5.331624

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

Wolf83374644.6%+2.8
Akira72343847.2%+5.7
Jacky49163332.6%-8.9
Jean47133427.7%-13.9
Jeffry40182245.0%+4.1
Shun35161945.7%+5.9
Sarah28131546.4%+3.8
Brad27141351.9%+12.4
El Blaze27131448.1%+5.1
Goh2781929.6%-11.6
Kage2772025.9%-13.6
Vanessa24111345.8%+7.2
Lau167943.8%+11.5
Lion1631318.8%-17.6
Aoi159660.0%+17.9
Pai157846.7%+6.5
Lei Fei145935.7%-4.5
Taka1331023.1%-21.4
Eileen94544.4%+6.0
Dural83537.5%+5.8

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.

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

Full Fence75334244.0%+3.8
Octagon71254635.2%-5.8
Breakable Full Fence62323051.6%+11.7
Open60223836.7%-5.6
Rectangle60233738.3%-2.0
Single Wall60263443.3%+3.0
Half Fence58243441.4%+2.5
Low Fence46123426.1%-15.8
Breakable Half Fence45182740.0%-1.0
Full Fence and Open28121642.9%-0.6

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
Walls37141.8%40.4%+1.4
No walls16636.1%41.0%-4.9

Walls against open: +6.3 points (95% range -3.6 to +16.1), p 0.211 — 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

SHUSHUSHU (Rank 30)2026/10/07135838.5%
りゅうのすけ (Rank 32)2026/10/0792722.2%
tamaneen (Rank 32)2026/09/171851327.8%
え~る (Rank 31)2026/09/1685362.5%
タイヨウ (Rank 32)2026/09/1285362.5%
入れ込むかもしれない (Rank 31)2026/09/1186275.0%
ルドルフ (Rank 33)2026/09/111611568.8%
鳩男 (Rank 31)2026/09/091510566.7%
pizaman (Rank 32)2026/09/0971614.3%
ふぇに (Rank 35)2026/09/0993633.3%
ガリバー (Rank 32)2026/09/0582625.0%
juste (Rank 30)2026/09/0562433.3%
BANANA (Rank 31)2026/09/04157846.7%
青山@はなちゃん (Rank 31)2026/08/2965183.3%
カミナリおやじ (Rank 33)2026/08/2582625.0%
elf4sale (Rank 32)2026/08/2551420.0%
獣王(設定2) (Rank 30)2026/08/2285362.5%
会長さん (Rank 32)2026/08/2263350.0%
maripon (Rank 31)2026/07/2572528.6%
jiwoonpk (Rank 31)2026/07/2163350.0%
cokeshi (Rank 29)2026/07/0974357.1%
B.S.R-JP (Rank 30)2026/07/0962433.3%
マグロ親方 (Rank 31)2026/07/0263350.0%
pinturicchio (Rank 30)2026/05/3151420.0%
かつぞう@LivingOnTheEdge (Rank 27)2026/05/2752340.0%

Round openings

Pai

Career
2,279–2,790 · 45.0%
This season
592 matches · 40.7%
Peak rank
31

First hit in 51.1% of 2,319 rounds. Won 48.8% of the rounds they struck first, 40.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 48.7% of rounds, against 6.6% in their other rounds.
  • Against Wolf: attacks straight away in 55.0% of rounds, against 43.4% against everyone else.
  • After losing a round: waits first in 10.6% of rounds, against 1.9% after winning one.
  • When behind: waits first in 11.5% of rounds, against 3.1% when ahead or level.
  • In round 1: opens with “G guard” in 16.2% of rounds, against 3.0% in their other rounds.
  • Against Pai: opens with “backdash into 4P+K+G Meishouho” in 22.0% of rounds, against 6.9% against everyone else.
  • After opening the round before with “backdash into 4P+K+G Meishouho”: opens with “backdash into 4P+K+G Meishouho” in 21.7% of rounds, against 8.3% after anything else.
  • After losing a round: opens with “3P Soukasui into 3PP Souka Rensui” in 29.8% of rounds, against 8.3% after winning one.
  • When behind: opens with “3P Soukasui into 3PP Souka Rensui” in 27.3% of rounds, against 12.8% when ahead or level.

How is this tested?

Soukasui3P into Souka Rensui3PP35315.2%
backdash into Tenshin Oushoushou46P+K24110.3%
backdash into Meishouho4P+K+G1707.3%
guardG1486.3%
Hi'en Tankyaku9K1426.1%
punchP into RenkentaiPK1064.5%
punchP843.6%
guardG into throw escape572.5%
evade up542.3%
backdash into guardG532.3%
Souka Rensui3PP into Souka Raigekishou3PPP502.1%
throw escape492.1%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK431.9%
crouch into Souka Rensui3PP361.6%
Soukasui3P into backward movement311.3%

159 further openings account for the other 712 rounds.

Counted from 585 of the 592 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
Wolf22–30 · 42%9–10 · 47%too few to test
Akira19–23 · 45%11–12 · 48%too few to test
Jacky9–19 · 32%5–8 · 38%too few to test
Jean10–19 · 34%2–13 · 13%too few to test
Jeffry11–12 · 48%3–8 · 27%too few to test
Shun13–6 · 68%3–12 · 20%too few to test
Sarah9–9 · 50%4–6 · 40%too few to test
El Blaze8–11 · 42%3–3 · 50%too few to test
Goh3–15 · 17%3–3 · 50%too few to test
Kage6–15 · 29%1–3 · 25%too few to test
Brad12–6 · 67%0–5 · 0%too few to test
Vanessa9–6 · 60%2–4 · 33%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.

7 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 (17 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: 9 of 17 tests hold up