VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

みの

Career matches10,794
Career win rate32.5%
Round win rate44.8%
Peak rank26
Distinct opponents473
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1316 #3,060 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

Pai2610,7943,5077,28732.5%

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

3,816 of 4,629 rounds counted

8.7 inputs a second (524 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.75243,816

By opponent's character

Akira8.9537467
Jacky8.6515485
Wolf9.1547260
Sarah8.7521260
Lion8.6515248
Aoi8.7522218
Pai8.7524254
Jeffry8.5512222
Goh8.5512168
Kage8.5513175
El Blaze8.6517162
Shun9.2553158
Brad8.5509151
Lau8.8531144
Eileen8.752394
Jean8.8525123
Taka9.154383
Vanessa8.752474
Lei Fei8.852557
Dural9.355813

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

Akira145529335.9%-4.9
Jacky142538937.3%-3.2
Wolf85275831.8%-8.5
Sarah79314839.2%-3.4
Lion78324641.0%+4.2
Aoi75334244.0%+3.4
Pai75363948.0%+11.3
Jeffry63234036.5%-3.5
Goh58292950.0%+9.2
Kage54223240.7%+0.5
El Blaze47182938.3%-0.7
Shun46192741.3%+3.6
Brad45123326.7%-16.7
Lau40142635.0%-0.6
Eileen35152042.9%+6.6
Jean30102033.3%-2.9
Taka23121152.2%+10.4
Vanessa23121152.2%+14.9
Lei Fei2011955.0%+15.6
Dural3030.0%-38.5

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Octagon145598640.7%+1.2
Single Wall123556844.7%+6.7
Open122398332.0%-6.6
Breakable Half Fence118417734.8%-6.2
Breakable Full Fence117516643.6%+2.3
Half Fence110397135.5%-6.2
Full Fence107446341.1%+2.8
Low Fence104416339.4%+2.0
Rectangle96484850.0%+11.7
Full Fence and Open62194330.6%-10.6

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
Walls69340.7%40.1%+0.6
No walls34938.7%38.1%+0.6

Walls against open: +0.0 points (95% range -6.5 to +6.5), p 0.995 — 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

tugasan (Rank 27)2026/10/106060.0%
ガンジャッキー(bunbun) (Rank 25)2026/10/02103730.0%
horahukin-DRZ (Rank 26)2026/09/24103730.0%
moga_moga24 (Rank 25)2026/09/2474357.1%
パニガーレ (Rank 24)2026/09/18115645.5%
pri3_jpn (Rank 27)2026/09/157070.0%
RX-7FD3S-Type-RS (Rank 25)2026/09/0963350.0%
hahaha (Rank 27)2026/09/09112918.2%
コナモン@konamon4119 (Rank 26)2026/09/0864266.7%
ukishiro (Rank 24)2026/09/08105550.0%
オージ (Rank 27)2026/09/0784450.0%
yagio130r (Rank 23)2026/08/2972528.6%
misoazy (Rank 27)2026/08/2872528.6%
blackmomochan (Rank 24)2026/08/1762433.3%
hitokabe2003 (Rank 24)2026/08/0574357.1%
DC (Rank 26)2026/08/0593633.3%
SakuRa (Rank 24)2026/08/0363350.0%
nanatsuboshi_st (Rank 24)2026/08/02106460.0%
abcde-9m (Rank 26)2026/07/1371614.3%
nyu_necoginjo (Rank 23)2026/07/0262433.3%
ziend-2525 (Rank 24)2026/06/1072528.6%
Akagera_forest-K (Rank 25)2026/06/0964266.7%
midori6127 (Rank 26)2026/06/0472528.6%
chibo (Rank 23)2026/05/2472528.6%
クロラム (Rank 22)2026/05/2285362.5%

Round openings

Pai

Career
3,507–7,287 · 32.5%
This season
1,166 matches · 39.5%
Peak rank
26

First hit in 62.3% of 4,445 rounds. Won 47.2% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 59.1% of rounds, against 47.5% in their other rounds.
  • Against Shun: evades first in 21.0% of rounds, against 8.0% against everyone else.
  • After opening the round before by backing off: backs off first in 54.4% of rounds, against 31.1% after anything else.
  • After winning a round: backs off first in 46.2% of rounds, against 32.4% after losing one.
  • When ahead: backs off first in 44.9% of rounds, against 34.8% when level or behind.
  • In round 3: opens with “backdash into 46K+G Honrakukyaku” in 15.0% of rounds, against 9.9% in their other rounds.
  • Against Shun: opens with “evade up into 9KK Hi'en Rekkyaku” in 18.5% of rounds, against 6.9% against everyone else.
  • After opening the round before with “backdash into 46K+G Honrakukyaku”: opens with “backdash into 46K+G Honrakukyaku” in 27.0% of rounds, against 11.5% after anything else.
  • After losing a round: opens with “9K Hi'en Tankyaku into 9KK Hi'en Rekkyaku” in 17.1% of rounds, against 9.4% after winning one.
  • When behind: opens with “9K Hi'en Tankyaku into 9KK Hi'en Rekkyaku” in 16.8% of rounds, against 11.2% when ahead or level.

How is this tested?

Hi'en Tankyaku9K into Hi'en Rekkyaku9KK64214.3%
backdash into Honrakukyaku46K+G50011.1%
backdash into Souka Senpukyaku3PK3437.6%
evade up into Hi'en Rekkyaku9KK3297.3%
punchP into RenshouPP2495.5%
Soukasui3P into Souka Senpukyaku3PK1503.3%
punchP into Ensei Soushouheki4P1383.1%
punchP1343.0%
throw escape1262.8%
punchP into crouch1102.5%
no input942.1%
backdash into Ensei Touku Haikyaku66K+G871.9%
backdash851.9%
punchP into Ensei KatanhekiP+K671.5%
crouch into Honshin Soukyaku1K+G651.4%

271 further openings account for the other 1,373 rounds.

Counted from 1,128 of the 1,166 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
Akira31–56 · 36%18–32 · 36%-0.6
Jacky29–54 · 35%13–22 · 37%-1.1
Wolf19–33 · 37%6–17 · 26%too few to test
Lion24–25 · 49%5–17 · 23%too few to test
Sarah17–29 · 37%7–11 · 39%too few to test
Pai17–22 · 44%15–11 · 58%too few to test
Aoi22–19 · 54%7–10 · 41%too few to test
Jeffry12–17 · 41%7–11 · 39%too few to test
Goh17–19 · 47%8–6 · 57%too few to test
Kage12–13 · 48%5–10 · 33%too few to test
El Blaze7–14 · 33%8–10 · 44%too few to test
Brad9–14 · 39%2–14 · 12%too few to test
Shun9–13 · 41%6–11 · 35%too few to test
Lau8–15 · 35%5–10 · 33%too few to test
Eileen6–9 · 40%7–8 · 47%too few to test
Jean8–16 · 33%2–2 · 50%too few to test
Taka9–10 · 47%3–1 · 75%too few to test
Vanessa6–8 · 43%5–3 · 62%too few to test
Lei Fei8–7 · 53%3–2 · 60%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.

38 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: 10 of 16 tests hold up