VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

YURAYURATEISHOKU

Career matches2,140
Career win rate63.4%
Round win rate60.7%
Peak rank42
Distinct opponents63
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1907 #130 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

Pai422,1401,35778363.4%

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

478 of 1,069 rounds counted

7.1 inputs a second (429 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.1429478

By opponent's character

Lion7.142643
Pai7.343864
Sarah7.243369
Vanessa7.042276
Lei Fei7.142564
Kage7.343910
Brad7.544737
Akira6.941217
El Blaze6.841137
Lau7.142927
Wolf7.84703
Aoi6.74048
Goh7.746312
Jeffry6.84087
Jacky7.24324

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

Lion62283445.2%-7.2
Pai3629780.6%-3.4
Sarah31181358.1%-9.7
Vanessa27141351.9%-4.4
Lei Fei1712570.6%+20.3
Kage1611568.8%+4.6
Brad1311284.6%+5.7
Akira129375.0%+2.8
El Blaze1210283.3%+18.1
Lau128466.7%-1.7
Wolf98188.9%-2.7
Aoi880100.0%+17.0
Goh660100.0%+9.0
Shun62433.3%-30.9
Jean54180.0%+8.2
Jeffry440100.0%+8.4
Jacky330100.0%+8.6
Eileen220100.0%+31.6
Taka110100.0%+3.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Open37271073.0%+8.0
Breakable Half Fence36181850.0%-19.3
Breakable Full Fence33201360.6%+0.2
Single Wall3223971.9%+10.6
Half Fence2620676.9%+4.9
Full Fence2516964.0%-5.4
Low Fence2517868.0%+2.8
Octagon2418675.0%-4.2
Rectangle2417770.8%+4.9
Full Fence and Open94544.4%-5.6

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16864.9%68.4%-3.5
No walls9471.3%64.7%+6.6

Walls against open: -10.1 points (95% range -23.2 to +2.9), p 0.127 — 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

RareEntity (Rank 40)2026/06/1132166.7%
llMICll (Rank 32)2026/06/1132166.7%
Svengeance999 (Rank 34)2026/06/1054180.0%
StayRealChill (Rank 35)2026/06/1054180.0%
BandoSensei (Rank 14)2026/06/10550100.0%
Johnnny_E_ (Rank 34)2026/06/0432166.7%
Ninja-X³ (Rank 1)2026/06/04330100.0%
BLACKALERT!!! (Rank 42)2026/06/041971236.8%
gH0s7 (Rank 21)2026/06/04440100.0%
LeverlessisHard|Ant0 (Rank 35)2026/06/04440100.0%
DEExTHAxGEE (Rank 41)2026/06/04115645.5%
y2d (Rank 36)2026/06/0493633.3%
VFNumbers (Rank 41)2026/05/291510566.7%
BLACKSTAR (Rank 37)2026/05/292012860.0%
CannabisBreaker (Rank 35)2026/05/19440100.0%
generalripper114 (Rank 40)2026/05/07106460.0%
fivey70 (Rank 25)2026/05/0796366.7%
Quinmcgaming (Rank 15)2026/05/07440100.0%
Jason_Elbow (Rank 42)2026/05/0751203139.2%
RapidKill (Rank 32)2026/05/0643175.0%
ChiefRocka (Rank 30)2026/05/0632166.7%
dr_curien (Rank 29)2026/04/06440100.0%
Zakar84 (Rank 21)2026/04/06330100.0%
Akai (Rank 39)2026/04/0474357.1%
kungfusmurf (Rank 37)2026/04/0474357.1%

Round openings

Pai

Career
1,357–783 · 63.4%
This season
282 matches · 66.7%
Peak rank
42

First hit in 59.2% of 1,051 rounds. Won 63.7% of the rounds they struck first, 56.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into punchP26024.1%
Senchutai3K into punch+kick+guardP+K+G847.8%
Ensei Haikyaku4K into punch+kick+guardP+K+G454.2%
forward movement into RenkentaiPK353.2%
punchP into RenkentaiPK312.9%
Senchutai3K into offensive move262.4%
Honshin Soukyaku1K+G into punch+kick+guardP+K+G222.0%
punchP222.0%
Senchuken6P211.9%
guardG211.9%
forward movement into Senchutai3K201.9%
Honshin Soukyaku1K+G into offensive move181.7%
punchP into kickK141.3%
crouch into Senchutai3K131.2%
Ensei Haikyaku4K into crouch121.1%

175 further openings account for the other 435 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion17–20 · 46%8–10 · 44%too few to test
Pai25–5 · 83%4–2 · 67%too few to test
Sarah8–9 · 47%8–3 · 73%too few to test
Vanessa11–8 · 58%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 (15 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: 0 of 15 tests hold up