VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

負けぱなしジャーマン

Career matches1,025
Career win rate54.2%
Round win rate55.0%
Peak rank32
Distinct opponents148
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1538 #1,760 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

Pai321,02555646954.2%

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

1,413 of 1,416 rounds counted

5.1 inputs a second (308 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.13081,413

By opponent's character

Akira5.2310186
Sarah5.0299146
Wolf5.4322124
Jacky5.1305122
Jeffry5.2312125
Lau5.130790
Goh5.130366
Vanessa5.130665
Jean5.130456
Shun5.231459
Aoi5.030356
Pai5.130463
Lion5.231444
Brad5.332144
Taka5.030052
Kage5.029940
El Blaze5.532823
Dural5.231022
Lei Fei4.627522
Eileen4.92948

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

Akira50351570.0%+9.2
Sarah34201458.8%+2.5
Wolf32151746.9%-12.9
Jacky31181358.1%-2.9
Jeffry29141548.3%-12.1
Lau24121250.0%-9.2
Goh178947.1%-12.5
Vanessa1711664.7%+3.0
Jean1510566.7%-2.1
Shun1511473.3%+21.5
Aoi1411378.6%+26.8
Pai146842.9%-17.2
Lion1211191.7%+38.5
Brad118372.7%+16.5
Taka113827.3%-38.8
Kage98188.9%+33.8
El Blaze63350.0%-4.0
Dural53260.0%-9.8
Lei Fei52340.0%-13.9
Eileen2020.0%-51.9

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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 Fence and Open40231757.5%-6.7
Low Fence39221756.4%-1.3
Rectangle38191950.0%-6.8
Single Wall37221559.5%+1.1
Breakable Half Fence35221362.9%+4.3
Half Fence34211361.8%+3.5
Breakable Full Fence31191261.3%+0.0
Full Fence30191163.3%+2.6
Octagon28161257.1%-2.8
Open2617965.4%+8.8

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19659.2%59.1%+0.1
No walls10259.8%57.8%+2.0

Walls against open: -1.9 points (95% range -14.9 to +11.1), p 0.772 — 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

ガリバー (Rank 30)2026/09/2784450.0%
TECHNIgotty (Rank 29)2026/09/2752340.0%
BANANA (Rank 30)2026/09/2763350.0%
Akishin-0313 (Rank 30)2026/09/2772528.6%
igyoken55 (Rank 30)2026/09/2775271.4%
kagemaru1 (Rank 32)2026/09/2742250.0%
tottikun_dao (Rank 29)2026/09/27440100.0%
nana-ushi (Rank 31)2026/09/2753260.0%
xXsoul-childXx (Rank 29)2026/09/2343175.0%
openpen (Rank 30)2026/09/2253260.0%
curry_1976 (Rank 31)2026/08/3175271.4%
青山@はなちゃん (Rank 29)2026/08/3174357.1%
Agnes_bell (Rank 31)2026/08/3153260.0%
Teruo_1114 (Rank 32)2026/08/3196366.7%
Gz-KYO (Rank 33)2026/08/2773442.9%
Uecchi-Ver53 (Rank 33)2026/08/2772528.6%
金子です (Rank 31)2026/08/2782625.0%
リョウ (Rank 27)2026/08/0253260.0%
siesuu (Rank 29)2026/07/0343175.0%
bruceshiue (Rank 27)2026/07/0351420.0%
elbowcommand (Rank 28)2026/07/0253260.0%
masabon734 (Rank 27)2026/06/2853260.0%
dejavu0703 (Rank 25)2026/06/2553260.0%
FOX_CQC (Rank 21)2026/06/25440100.0%
potimaru1059 (Rank 21)2026/06/25440100.0%

Round openings

Pai

Career
556–469 · 54.2%
This season
353 matches · 59.2%
Peak rank
32

First hit in 53.7% of 1,407 rounds. Won 57.3% of the rounds they struck first, 52.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 84.1% of rounds, against 74.3% in their other rounds.
  • Against Sarah: backs off first in 29.5% of rounds, against 17.6% against everyone else.
  • After losing a round: attacks straight away in 85.1% of rounds, against 64.9% after winning one.
  • When behind: attacks straight away in 84.3% of rounds, against 68.7% when ahead or level.
  • In round 1: opens with “6P Senchuken” in 36.3% of rounds, against 4.9% in their other rounds.
  • Against Akira: opens with “6P Senchuken” in 23.7% of rounds, against 11.1% against everyone else.
  • After losing a round: opens with “1K+G Honshin Soukyaku” in 25.9% of rounds, against 5.3% after winning one.
  • When behind: opens with “1K+G Honshin Soukyaku” in 24.0% of rounds, against 10.1% when ahead or level.

How is this tested?

Honshin Soukyaku1K+G19814.0%
Senchuken6P18012.7%
Hi'en Tankyaku9K15110.7%
Haitenkyaku7K1339.4%
backdash into guardG1027.2%
Ensei Haijinkyaku7K+G956.7%
Meishouho4P+K+G into punchP322.3%
backdash into Honshin Soukyaku1K+G322.3%
backdash into backward movement312.2%
Meishouho4P+K+G into Ensei Soushouheki4P271.9%
Senchutai3K261.8%
Haitenkyaku7K into guardG241.7%
backdash into Senchutai3K231.6%
Hi'en Tankyaku9K into guardG211.5%
Meishouho4P+K+G171.2%

100 further openings account for the other 324 rounds.

By stage type

Record against each character on walled and open stages, as Pai

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira24–8 · 75%5–5 · 50%too few to test
Sarah12–10 · 55%4–4 · 50%too few to test
Wolf4–10 · 29%8–2 · 80%too few to test
Jacky12–9 · 57%5–2 · 71%too few to test
Jeffry9–8 · 53%3–2 · 60%too few to test
Lau9–8 · 53%2–3 · 40%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.

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: 8 of 16 tests hold up