VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

nakashi-man

Career matches9,194
Career win rate49.1%
Round win rate50.9%
Peak rank32
Distinct opponents273
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1581 #1,477 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

Pai329,1944,5144,68049.1%

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

1,884 of 2,558 rounds counted

6.8 inputs a second (411 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.84111,884

By opponent's character

Jacky6.8410264
Wolf6.6396203
Aoi6.9412157
Akira6.8406159
Pai7.1426149
Brad7.2432112
Jeffry6.841086
Goh6.941792
Shun7.042291
Lau6.739993
El Blaze6.941587
Jean6.941290
Sarah6.539078
Kage6.941433
Lion7.041759
Vanessa6.841051
Lei Fei6.740433
Eileen7.142433
Taka6.338014

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

Jacky87454251.7%+3.7
Wolf72363650.0%-1.4
Aoi46222447.8%-6.6
Akira45222348.9%-3.0
Pai45242153.3%+2.8
Brad40182245.0%-0.7
Jeffry37181948.6%-2.1
Goh34161847.1%+1.1
Shun33171651.5%+2.2
Lau32161650.0%-0.5
El Blaze28171160.7%+13.2
Jean26121446.1%-2.8
Sarah26121446.1%-5.2
Kage2013765.0%+16.4
Lion1661037.5%-14.4
Vanessa145935.7%-20.4
Lei Fei129375.0%+19.5
Eileen96366.7%+5.3
Taka51420.0%-25.2

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.

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

Single Wall71422959.1%+10.2
Low Fence69343549.3%-1.3
Rectangle65333250.8%-0.4
Open63303347.6%-3.8
Breakable Full Fence62233937.1%-13.5
Breakable Half Fence58312753.5%+4.4
Octagon58283048.3%-3.6
Half Fence56292751.8%+0.5
Full Fence55262947.3%-1.5
Full Fence and Open2617965.4%+12.9

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
Walls35448.0%50.2%-2.2
No walls20352.2%50.5%+1.7

Walls against open: -3.9 points (95% range -12.6 to +4.7), p 0.372 — 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

Garuyan (Rank 29)2026/10/16106460.0%
こて (Rank 29)2026/10/1671614.3%
cokeshi (Rank 30)2026/10/1473442.9%
さざび (Rank 30)2026/10/1395455.6%
fazz00r (Rank 28)2026/10/1362433.3%
入れ込むかもしれない (Rank 29)2026/10/1193633.3%
SHUSHUSHU (Rank 29)2026/10/04104640.0%
ガリバー (Rank 30)2026/09/24118372.7%
鳩男 (Rank 32)2026/09/2254180.0%
ooosugi1202 (Rank 28)2026/09/1774357.1%
ohtenki (Rank 31)2026/09/14103730.0%
AlicerLandeel (Rank 32)2026/09/105050.0%
うめおに。 (Rank 33)2026/09/1062433.3%
LEO (Rank 31)2026/09/1054180.0%
れもん@のびしろF (Rank 31)2026/09/08169756.2%
影虎 (Rank 32)2026/09/0253260.0%
hahaha (Rank 27)2026/08/2853260.0%
ふぇに (Rank 32)2026/08/1784450.0%
SAMCHAY® (Rank 33)2026/08/02147750.0%
jinjin (Rank 32)2026/07/23118372.7%
∈挙動不審∋ (Rank 32)2026/07/1353260.0%
黒シャツ (Rank 30)2026/06/2652340.0%
MATSUNAGAAKIRA.REBOOT (Rank 27)2026/06/2072528.6%
xXsoul-childXx (Rank 27)2026/05/2751420.0%
NORESPECT (Rank 32)2026/05/2072528.6%

Round openings

Pai

Career
4,514–4,680 · 49.1%
This season
627 matches · 50.2%
Peak rank
32

First hit in 62.0% of 2,390 rounds. Won 53.5% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • Against Wolf: waits first in 21.9% of rounds, against 13.9% against everyone else.
  • In round 1: opens with “9K Hi'en Tankyaku into 9KK Hi'en Rekkyaku” in 18.4% of rounds, against 8.6% in their other rounds.
  • Against Shun: opens with “9K Hi'en Tankyaku into 9KK Hi'en Rekkyaku” in 28.2% of rounds, against 10.1% against everyone else.
  • After opening the round before with “evade up into 7K Haitenkyaku”: opens with “4K+G Kochoukyaku” in 13.6% of rounds, against 6.4% after anything else.
  • After losing a round: opens with “4K+G Kochoukyaku” in 9.7% of rounds, against 4.1% after winning one.
  • When behind: opens with “4K+G Kochoukyaku” in 11.5% of rounds, against 4.9% when ahead or level.

How is this tested?

Haitenkyaku7K36215.0%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK26611.0%
crouch into down-back kick1K2058.5%
Kochoukyaku4K+G1797.4%
evade up into Haitenkyaku7K1727.1%
evade up into Hi'en Rekkyaku9KK1275.3%
Soukasui3P into Souka Senpukyaku3PK1044.3%
crouch into Honshin Soukyaku1K+G763.1%
punchP into RenshouPP712.9%
Honshin Soukyaku1K+G502.1%
forward movement into punchP492.0%
down-back punch+kick1P+K431.8%
punchP431.8%
Honshin Soukyaku1K+G into backdash361.5%
RenshouPP into RaigekishouPPP341.4%

138 further openings account for the other 598 rounds.

Counted from 591 of the 627 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
Jacky26–25 · 51%13–10 · 57%too few to test
Wolf15–16 · 48%15–16 · 48%+0.2
Aoi13–13 · 50%9–7 · 56%too few to test
Pai13–13 · 50%7–6 · 54%too few to test
Akira11–16 · 41%8–3 · 73%too few to test
Brad10–15 · 40%4–4 · 50%too few to test
Jeffry9–7 · 56%6–6 · 50%too few to test
Goh10–11 · 48%4–7 · 36%too few to test
Shun9–11 · 45%6–4 · 60%too few to test
Lau5–8 · 38%4–6 · 40%too few to test
Jean2–5 · 29%9–8 · 53%too few to test
Sarah9–12 · 43%3–1 · 75%too few to test
El Blaze8–5 · 62%1–3 · 25%too few to test
Kage7–3 · 70%2–2 · 50%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.

36 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 (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: 6 of 16 tests hold up