VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

seiyax_zip

Career matches1,538
Career win rate53.1%
Round win rate48.4%
Peak rank34
Distinct opponents97
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1560 #1,608 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

Pai341,53881672253.1%

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

563 of 678 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.5390563

By opponent's character

Akira6.3376105
Goh6.538876
Jacky6.639475
Jean6.438633
Lau6.639437
Shun6.639430
Sarah6.840821
Wolf6.237132
Jeffry6.840918
Pai6.237422
Brad7.041916
Dural7.142824
Kage6.438317
Vanessa6.840721
El Blaze6.539210
Aoi6.438611
Eileen6.84087
Lion6.74028

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

Akira31141745.2%-0.2
Goh22121054.5%+10.2
Jacky2291340.9%-0.2
Jean115645.5%+8.6
Lau103730.0%-10.1
Shun94544.4%+5.9
Sarah84450.0%-1.4
Wolf82625.0%-19.5
Jeffry72528.6%-15.1
Pai73442.9%-7.6
Brad53260.0%+15.5
Dural52340.0%+4.7
Kage53260.0%+25.3
Vanessa52340.0%-13.8
El Blaze4040.0%-46.6
Aoi32166.7%+28.5
Eileen220100.0%+50.5
Lion2020.0%-37.2

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

Breakable Full Fence21101147.6%+3.1
Breakable Half Fence21101147.6%+8.1
Single Wall21101147.6%+5.9
Full Fence2071335.0%-14.0
Half Fence2081240.0%-5.1
Octagon1431121.4%-22.3
Rectangle138561.5%+20.0
Open125741.7%+0.2
Full Fence and Open72528.6%-12.1
Low Fence73442.9%-0.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10942.2%43.8%-1.6
No walls4045.0%42.3%+2.7

Walls against open: -4.3 points (95% range -24.9 to +16.2), p 0.682 — 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

XXX (Rank 30)2026/09/0521150.0%
ぽん (Rank 29)2026/09/0321150.0%
入れ込むかもしれない (Rank 31)2026/08/3043175.0%
tatsuya_doragon8741 (Rank 29)2026/08/30220100.0%
ぬっき~@ (Rank 35)2026/08/292020.0%
うめおに。 (Rank 35)2026/08/253030.0%
ふぇに (Rank 34)2026/08/2531233.3%
juste (Rank 30)2026/08/2364266.7%
へっぽこラウ (Rank 33)2026/08/2331233.3%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 30)2026/08/2331233.3%
fwnd1396 (Rank 30)2026/08/2343175.0%
毒ガス王子 (Rank 34)2026/08/232020.0%
무파ZeroBlue (Rank 33)2026/08/2142250.0%
KillBill (Rank 32)2026/08/17126650.0%
gairoku88 (Rank 33)2026/08/1732166.7%
nanami.madogiwa (Rank 33)2026/08/054040.0%
ヘニオ (Rank 34)2026/08/03220100.0%
takeyan5608 (Rank 34)2026/07/283030.0%
ララ・クラフト (Rank 27)2026/07/2841325.0%
え~る (Rank 29)2026/07/26330100.0%
ガンオンやりたひ (Rank 28)2026/07/2132166.7%
鳶飛戾天,魚躍於淵 (Rank 25)2026/07/2131233.3%
maripon (Rank 30)2026/07/1232166.7%
要你命3000 (Rank 26)2026/05/2831233.3%
ガリバー (Rank 28)2026/04/162020.0%

Round openings

Pai

Career
816–722 · 53.1%
This season
166 matches · 43.4%
Peak rank
34

First hit in 46.7% of 675 rounds. Won 52.1% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: evades first in 27.2% of rounds, against 14.5% against everyone else.
  • After winning a round: backs off first in 38.7% of rounds, against 14.9% after losing one.
  • When ahead: backs off first in 39.1% of rounds, against 20.3% when level or behind.
  • Against Akira: opens with “evade up” in 14.4% of rounds, against 5.1% against everyone else.
  • After winning a round: opens with “backdash into 4P+K+G Meishouho” in 19.9% of rounds, against 7.1% after losing one.
  • When behind: opens with “P punch” in 10.3% of rounds, against 3.6% when ahead or level.

How is this tested?

backdash into Meishouho4P+K+G8111.9%
crouch into down-back kick1K537.8%
Souka Rensui3PP into Souka Raigekishou3PPP497.2%
evade up466.8%
punchP456.6%
backdash into Soukasui3P395.8%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK345.0%
Hi'en Tankyaku9K253.7%
Ensei Haijinkyaku7K+G192.8%
Soukasui3P into Souka Senpukyaku3PK192.8%
backdash into Ensei Soushouheki4P162.4%
evade up into Hi'en Tankyaku9K101.5%
punchP into kickK91.3%
crouch into Renka Sentai2KK81.2%
evade up into Souka Senpukyaku3PK81.2%

94 further openings account for the other 217 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–13 · 48%2–2 · 50%too few to test
Goh10–4 · 71%2–5 · 29%too few to test
Jacky6–8 · 43%0–5 · 0%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: 6 of 15 tests hold up