VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

Rosagigantea

Career matches3,398
Career win rate48.3%
Round win rate49.4%
Peak rank30
Distinct opponents520
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1407 #2,619 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

Pai303,3981,6401,75848.3%

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

6,705 of 6,705 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.24906,705

By opponent's character

Wolf8.4502860
Jacky8.3496740
Akira8.0480734
Sarah7.9475414
Jeffry8.2492407
Shun8.1486412
Aoi8.2489402
Kage8.1485317
Pai8.5512304
Goh8.2492303
Lion8.3497288
Jean7.9472258
Lau8.1487208
Eileen8.1486189
Brad8.0482178
Vanessa8.0482178
Lei Fei8.1488173
El Blaze8.0479173
Taka8.4506144
Dural7.947623

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

Wolf20910610350.7%-0.0
Jacky1868410245.2%-3.1
Akira184869846.7%-0.3
Sarah104545051.9%+0.9
Jeffry101366535.6%-12.2
Shun101524951.5%+4.1
Aoi96534355.2%+6.7
Kage77482962.3%+11.4
Pai74383651.4%-2.2
Goh72314143.1%-4.9
Lion70343648.6%-1.2
Jean63352855.6%+7.0
Lau52262650.0%+0.7
Eileen48222645.8%-7.9
Brad46182839.1%-8.2
Vanessa45232251.1%+5.5
Lei Fei43301369.8%+22.3
El Blaze42202247.6%-1.8
Taka38132534.2%-11.9
Dural62433.3%-3.0

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Half Fence191939848.7%+3.8
Full Fence177869148.6%-1.7
Rectangle177839446.9%-1.3
Octagon167749344.3%-4.8
Single Wall161857652.8%+2.2
Open160877354.4%+4.4
Breakable Full Fence152728047.4%-2.3
Breakable Half Fence148707847.3%-1.8
Low Fence135726353.3%+5.7
Full Fence and Open102495348.0%-1.5

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
Walls1,01247.2%48.3%-1.1
No walls45653.5%49.9%+3.6

Walls against open: -4.7 points (95% range -10.3 to +0.8), p 0.093 — 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

いそじぇい (Rank 26)2026/10/18117463.6%
Uecchi-Ver53 (Rank 30)2026/10/17105550.0%
dalmax72 (Rank 26)2026/10/16107370.0%
Jyuryoku_Eileen (Rank 26)2026/10/16179852.9%
いおすver2.1 (Rank 28)2026/10/14157846.7%
marble-w03 (Rank 27)2026/10/111810855.6%
はげまん (Rank 26)2026/09/29148657.1%
Amor_y_Paz_0921 (Rank 30)2026/09/29124833.3%
mebachiko (Rank 26)2026/09/14118372.7%
Shurkn-_-pap03 (Rank 26)2026/09/08115645.5%
NORESPECT (Rank 31)2026/09/06103730.0%
りてりん (Rank 28)2026/09/05116554.5%
midori6127 (Rank 30)2026/09/051961331.6%
オージ (Rank 28)2026/08/31115645.5%
うをん (Rank 29)2026/08/31137653.9%
AiokometeZ (Rank 24)2026/08/27108280.0%
hs72kim (Rank 26)2026/08/182011955.0%
シシマルGT (Rank 26)2026/08/05137653.9%
horahukin-DRZ (Rank 24)2026/08/03104640.0%
JAGAMARU-MIKE (Rank 29)2026/07/29101910.0%
nagare004 (Rank 23)2026/07/2898188.9%
legend0219 (Rank 28)2026/07/27123925.0%
saw121 (Rank 28)2026/07/14116554.5%
hide2480gt (Rank 21)2026/06/0695455.6%
あおいあらし (Rank 11)2026/06/0512120100.0%

Round openings

Pai

Career
1,640–1,758 · 48.3%
This season
1,657 matches · 48.9%
Peak rank
30

First hit in 49.7% of 6,025 rounds. Won 51.9% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 24.6% of rounds, against 19.1% in their other rounds.
  • Against Akira: evades first in 28.1% of rounds, against 19.7% against everyone else.
  • On Rectangle stages: moves in first in 28.6% of rounds, against 20.4% on the other stages.
  • After opening the round before by waiting: waits first in 16.7% of rounds, against 8.4% after anything else.
  • After losing a round: moves in first in 31.1% of rounds, against 14.3% after winning one.
  • When behind: moves in first in 30.2% of rounds, against 16.7% when ahead or level.
  • In round 4 or later: opens with “forward movement into P punch” in 13.7% of rounds, against 11.1% in their other rounds.
  • Against Sarah: opens with “backdash into evade down” in 12.8% of rounds, against 6.8% against everyone else.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 19.8% of rounds, against 11.6% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 18.2% of rounds, against 6.6% after winning one.
  • When behind: opens with “forward movement into P punch” in 17.3% of rounds, against 8.4% when ahead or level.

How is this tested?

forward movement into punchP71011.8%
backdash into evade down4357.2%
Tenshin Oushoushou46P+K into forward movement2023.3%
Tenshin Oushoushou46P+K1943.2%
evade down into crouch dash forward1863.1%
evade up into crouch dash forward1843.0%
Soukasui3P into Souka Rensui3PP1592.6%
backdash into Honrakukyaku46K+G1312.2%
crouch dash forward into guardG1061.8%
evade down into punchP1011.7%
guardG into evade down891.5%
evade up into punchP881.5%
Souka Rensui3PP into Souka Raigekishou3PPP811.3%
forward movement into RenshouPP751.2%
throwP+G into evade down741.2%

524 further openings account for the other 3,227 rounds.

Counted from 1,493 of the 1,657 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
Wolf62–60 · 51%30–25 · 55%-4.3
Jacky42–66 · 39%26–21 · 55%-13.7
Akira45–60 · 43%22–17 · 56%-11.9
Sarah36–31 · 54%10–8 · 56%too few to test
Shun26–27 · 49%17–13 · 57%-10.7
Jeffry16–39 · 29%14–10 · 58%too few to test
Aoi31–28 · 53%12–11 · 52%too few to test
Goh17–19 · 47%8–10 · 44%too few to test
Pai13–17 · 43%12–9 · 57%too few to test
Kage27–15 · 64%11–3 · 79%too few to test
Lion12–16 · 43%12–14 · 46%too few to test
Jean22–19 · 54%7–3 · 70%too few to test
Lau13–13 · 50%9–6 · 60%too few to test
Eileen9–19 · 32%9–4 · 69%too few to test
Vanessa15–10 · 60%7–10 · 41%too few to test
Brad7–9 · 44%8–13 · 38%too few to test
Lei Fei20–10 · 67%5–2 · 71%too few to test
El Blaze10–14 · 42%0–1 · 0%too few to test
Taka6–13 · 32%0–10 · 0%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.

164 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 (18 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: 11 of 18 tests hold up