VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

temp002

Career matches15,427
Career win rate48.9%
Round win rate50.0%
Peak rank33
Distinct opponents474
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1522 #1,864 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

Pai3315,4277,5407,88748.9%

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

6,317 of 7,595 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.03616,317

By opponent's character

Akira6.1368851
Wolf6.0360709
Jeffry6.1365449
Goh6.0359514
Aoi5.9353442
Pai6.2370342
Brad6.0361340
Sarah5.9356362
Jacky6.1367351
Jean6.1368308
Shun6.2370266
El Blaze5.8345278
Lion6.1364240
Kage5.7342241
Lau6.0361152
Vanessa6.0360159
Lei Fei6.1368114
Eileen5.5332111
Taka5.834679
Dural6.13689

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

Akira24710414342.1%-7.5
Wolf2029910349.0%-4.5
Jeffry153777650.3%+0.7
Goh147767151.7%+1.4
Aoi131795260.3%+6.9
Pai108525648.1%-3.6
Brad102455744.1%-2.9
Sarah102485447.1%-3.5
Jacky101465545.5%-2.9
Jean91484352.8%+5.9
Shun86503658.1%+8.5
El Blaze77423554.5%+7.5
Lion71482367.6%+19.9
Kage70294141.4%-7.4
Lau53193435.9%-11.9
Vanessa53252847.2%-1.2
Lei Fei40271367.5%+18.2
Eileen28131546.4%-6.1
Taka1991047.4%-2.5
Dural64266.7%+17.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence2059810747.8%-2.0
Breakable Full Fence2038711642.9%-7.7
Low Fence2028811443.6%-5.4
Rectangle1891018853.4%+3.5
Octagon1881028654.3%+5.0
Half Fence184919349.5%-1.1
Single Wall1781007856.2%+6.4
Full Fence176938352.8%+2.8
Open176809645.5%-5.2
Full Fence and Open89494055.1%+5.1

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
Walls1,14550.0%50.0%-0.1
No walls55648.2%49.6%-1.4

Walls against open: +1.3 points (95% range -3.9 to +6.5), p 0.624 — 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

イチゲン (Rank 29)2026/10/181310376.9%
太鼓の別人@新米収穫 (Rank 31)2026/10/161331023.1%
hayate (Rank 32)2026/10/15149564.3%
なっちゃんねる (Rank 27)2026/10/151510566.7%
sby (Rank 32)2026/10/15168850.0%
BANANA (Rank 31)2026/10/142114766.7%
∈挙動不審∋ (Rank 32)2026/10/1436132336.1%
え~る (Rank 27)2026/10/14147750.0%
fazz00r (Rank 29)2026/10/132114766.7%
jiwoonpk (Rank 32)2026/10/1327161159.3%
44884 (Rank 29)2026/10/111913668.4%
ルビーロマン葵 (Rank 33)2026/10/11161156.2%
【降格】山盛り (Rank 31)2026/10/111881044.4%
elf4sale (Rank 31)2026/10/101841422.2%
肉彦さん☆彡 (Rank 30)2026/10/10136746.1%
SAMCHAY® (Rank 30)2026/10/062371630.4%
striker0123 (Rank 30)2026/10/0626111542.3%
ガンオンやりたひ (Rank 30)2026/10/042291340.9%
リーウ (Rank 31)2026/10/022561924.0%
ER_higante (Rank 28)2026/09/2949292059.2%
windowkhs (Rank 28)2026/09/2832131940.6%
Phrazes_For_The_Young (Rank 34)2026/09/231441028.6%
ありがとナス (Rank 29)2026/09/171410471.4%
chileung18 (Rank 33)2026/09/121861233.3%
ちょいそる (Rank 26)2026/09/10139469.2%

Round openings

Pai

Career
7,540–7,887 · 48.9%
This season
1,887 matches · 49.8%
Peak rank
33

First hit in 53.9% of 6,777 rounds. Won 51.5% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 40.8% of rounds, against 31.9% in their other rounds.
  • Against Shun: evades first in 57.5% of rounds, against 7.7% against everyone else.
  • After opening the round before by evading: evades first in 28.1% of rounds, against 9.3% after anything else.
  • After the opponent opened the round before by attacking: waits first in 10.7% of rounds, against 8.4% after anything else.
  • After losing a round: moves in first in 35.3% of rounds, against 22.8% after winning one.
  • When behind: moves in first in 35.7% of rounds, against 24.5% when ahead or level.
  • In round 1: opens with “3P Soukasui into 3PP Souka Rensui” in 6.8% of rounds, against 4.5% in their other rounds.
  • Against Akira: opens with “backdash into 46P+K Tenshin Oushoushou” in 8.1% of rounds, against 3.2% against everyone else.
  • On Rectangle stages: opens with “forward movement into P punch” in 14.3% of rounds, against 8.8% on the other stages.
  • After opening the round before with “3P Soukasui into 3PP Souka Rensui”: opens with “3P Soukasui into 3PP Souka Rensui” in 10.2% of rounds, against 4.2% after anything else.
  • After winning a round: opens with “backdash into 3PP Souka Rensui” in 6.5% of rounds, against 3.2% after losing one.
  • When behind: opens with “forward movement into P punch” in 11.2% of rounds, against 8.2% when ahead or level.

How is this tested?

forward movement into punchP6299.2%
backdash into Souka Rensui3PP3665.3%
Soukasui3P into Souka Rensui3PP3465.0%
backdash into Tenshin Oushoushou46P+K2653.9%
Enbu Renkyaku6K+G1872.7%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK1872.7%
forward movement into RaigekishouPPP1682.5%
punchP1682.5%
crouch dash forward into guardG1662.4%
backdash into guardG1562.3%
forward movement into Renken ToukyakuPPK1221.8%
Ensei Haijinkyaku7K+G1081.6%
Sensaitai2K into Renka Sentai2KK1081.6%
forward movement into RenshouPP1031.5%
crouch dash forward into Souanshou3P+K1021.5%

410 further openings account for the other 3,668 rounds.

Counted from 1,695 of the 1,887 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
Akira53–76 · 41%28–42 · 40%+2.0
Wolf50–60 · 45%24–22 · 52%-6.9
Goh51–42 · 55%18–21 · 46%+8.1
Jeffry41–44 · 48%15–9 · 62%too few to test
Aoi42–31 · 58%23–13 · 64%-6.7
Jacky20–30 · 40%15–17 · 47%-5.2
Pai30–30 · 50%13–14 · 48%too few to test
Brad26–26 · 50%12–21 · 36%+13.4
Sarah20–30 · 40%10–15 · 40%too few to test
Shun30–19 · 61%11–13 · 46%too few to test
Jean28–25 · 53%9–8 · 53%too few to test
El Blaze27–16 · 63%10–11 · 48%too few to test
Lion21–9 · 70%14–9 · 61%too few to test
Kage18–17 · 51%6–17 · 26%too few to test
Vanessa17–15 · 53%3–5 · 38%too few to test
Lau13–21 · 38%5–8 · 38%too few to test
Lei Fei16–2 · 89%10–7 · 59%too few to test
Eileen6–7 · 46%6–8 · 43%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.

192 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: 12 of 17 tests hold up