VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

ZNote1022

  • Lei Fei
  • Sarah
Career matches464
Career win rate56.9%
Round win rate56.4%
Peak rank25
Distinct opponents50
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1300 #3,119 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

Pai2323712511252.7%
Lei Fei252221378561.7%
Sarah1152340.0%

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

758 of 759 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.4386384
Pai6.9414348
Sarah6.840826

By opponent's character

Taka6.639997
Brad6.740185
Shun6.840875
Goh7.041868
Sarah5.835080
Vanessa7.042078
Akira7.444454
Jeffry6.438444
Lion7.243234
Pai6.740142
Wolf6.237534
Kage6.740427
Eileen7.041815
Jean4.627510
Jacky6.23738
Lei Fei5.83507

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

Taka26141253.9%-7.0
Brad23131056.5%-6.2
Shun2014670.0%+12.3
Goh1916384.2%+20.1
Sarah1912763.2%-7.1
Vanessa1914573.7%+11.8
Akira1510566.7%+11.2
Jeffry105550.0%-22.4
Lion94544.4%-25.0
Pai94544.4%-4.0
Wolf85362.5%-6.5
Kage73442.9%+7.7
Eileen440100.0%+35.5
Jean32166.7%-0.6
Jacky2020.0%-59.8
Lei Fei2020.0%-39.5

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

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

Low Fence34161847.1%-16.5
Open33221166.7%-4.1
Octagon2217577.3%+16.5
Full Fence189950.0%-1.0
Half Fence1815383.3%+19.1
Breakable Half Fence1710758.8%-7.5
Single Wall159660.0%+3.5
Rectangle138561.5%+15.5
Breakable Full Fence990100.0%+31.1
Full Fence and Open31233.3%-39.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9770.1%60.2%+9.9
No walls8257.3%63.8%-6.4

Walls against open: +16.3 points (95% range -0.2 to +32.8), p 0.053 — 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

AoG (Rank 25)156940.0%
leche (Rank 10)117463.6%
DDRMONKEY (Rank 24)95455.6%
Roadkill93 (Rank 21)73442.9%
S_C_H_T_O_M_P (Rank 21)75271.4%
Spright (Rank 16)770100.0%
chillsaiyan (Rank 12)770100.0%
RebelNinja (Rank 13)660100.0%
The8thOne (Rank 27)61516.7%
bmurphy88 (Rank 21)63350.0%
thedriver (Rank 21)64266.7%
我老婆最乖 (Rank 22)660100.0%
TayoTayoTaka (Rank 25)52340.0%
eyne (Rank 22)54180.0%
gottagoogle (Rank 12)54180.0%
Blackmore2323 (Rank 21)4040.0%
Gr33dyJay (Rank 4)440100.0%
Tired (Rank 20)42250.0%
genosha (Rank 12)440100.0%
BandoSensei (Rank 22)31233.3%
Darkfaller555 (Rank 13)32166.7%
PhaserCatGamesLLC (Rank 23)32166.7%
RealHooverGaming (Rank 13)32166.7%
SaintSaiya (Rank 15)330100.0%
タイラー・ノックス (Rank 10)32166.7%

Most played opponents, most recent first

Roadkill93 (Rank 21)2026/08/0573442.9%
AoG (Rank 25)2026/07/30156940.0%
Blackmore2323 (Rank 21)2026/07/214040.0%
TayoTayoTaka (Rank 25)2026/07/2052340.0%
我老婆最乖 (Rank 22)2026/07/18660100.0%
The8thOne (Rank 27)2026/07/1861516.7%
SaintSaiya (Rank 15)2026/07/12330100.0%
thedriver (Rank 21)2026/07/0764266.7%
RealHooverGaming (Rank 13)2026/07/0532166.7%
S_C_H_T_O_M_P (Rank 21)2026/07/0475271.4%
DDRMONKEY (Rank 24)2026/06/2495455.6%
PhaserCatGamesLLC (Rank 23)2026/06/2332166.7%
bmurphy88 (Rank 21)2026/06/1963350.0%
eyne (Rank 22)2026/06/1954180.0%
RebelNinja (Rank 13)2026/06/18660100.0%
Tired (Rank 20)2026/06/1542250.0%
タイラー・ノックス (Rank 10)2026/06/1432166.7%
Spright (Rank 16)2026/06/14770100.0%
leche (Rank 10)2026/06/13117463.6%
Gr33dyJay (Rank 4)2026/06/13440100.0%
BandoSensei (Rank 22)2026/06/1331233.3%
genosha (Rank 12)2026/06/13440100.0%
gottagoogle (Rank 12)2026/06/1354180.0%
chillsaiyan (Rank 12)2026/06/13770100.0%
Darkfaller555 (Rank 13)2026/06/1332166.7%

Round openings

Every character

crouch into Bunkyaku3K567.4%
crouch dash back into Souanshou3P+K405.3%
guardG374.9%
no input334.3%
kickK324.2%
crouch into Souanshou3P+K222.9%
crouch into Renka Sentai2KK192.5%
offensive move182.4%
crouch into Souka Raigekishou3PPP172.2%
crouch dash back into Toukyaku66K162.1%
crouch dash back into evade down162.1%
backward movement111.4%
evade down into Souanshou3P+K111.4%
Hansenpu44K into Touku Kouhaikyaku44KK91.2%
crouch dash forward into Souanshou3P+K91.2%

238 further openings account for the other 413 rounds.

Lei Fei

Career
137–85 · 61.7%
This season
99 matches · 65.7%
Peak rank
25

First hit in 52.6% of 378 rounds. Won 67.3% of the rounds they struck first, 52.0% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “no input” in 16.2% of rounds, against 2.4% in their other rounds.

How is this tested?

crouch into Bunkyaku3K5614.6%
kickK256.5%
no input236.0%
guardG205.2%
offensive move184.7%
crouch dash back into Toukyaku66K164.2%
Souryu Shukkai43P+K61.6%
crouch dash back into Chinheki4P+K61.6%
crouch dash back into Rigoutai6K61.6%
backdash51.3%
backward movement51.3%
Bunkyaku3K41.0%
backdash into Toukyaku66K41.0%
crouch dash back into Souryu Shukkai43P+K41.0%
guardG into Rigoutai6K41.0%

121 further openings account for the other 183 rounds.

Pai

Career
125–112 · 52.7%
This season
90 matches · 57.8%
Peak rank
23

First hit in 64.7% of 348 rounds. Won 55.6% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

  • On Low Fence stages: backs off first in 52.3% of rounds, against 30.6% on the other stages.

How is this tested?

crouch dash back into Souanshou3P+K4011.5%
crouch into Souanshou3P+K226.3%
crouch into Renka Sentai2KK195.5%
crouch into Souka Raigekishou3PPP174.9%
guardG174.9%
crouch dash back into evade down123.5%
evade down into Souanshou3P+K113.2%
Hansenpu44K into Touku Kouhaikyaku44KK92.6%
crouch dash forward into Souanshou3P+K92.6%
no input92.6%
crouch into Rikensui1P82.3%
Souka Rensui3PP into Souka Raigekishou3PPP61.7%
crouch into Senchutai3K61.7%
kickK61.7%
Meishouho4P+K+G51.4%

107 further openings account for the other 152 rounds.

Sarah

Career
2–3 · 40.0%
This season
6 matches · 50.0%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sharpsword44K into Sharpsword Combo44KK311.5%
backward movement into Double Thrust KickKK27.7%
crouch dash back into Stiletto66K27.7%
Hide Side Kick (Deflect)P+K13.9%
Stiletto66K into Quick Knee and Toe Kick6KK13.9%
backdash into Switch Kick4K13.9%
backdash into backward movement13.9%
backward movement13.9%
crouch dash back into Double Rise Kick4P+K13.9%
crouch dash back into Full Spin Heel Kick9K13.9%
crouch dash back into Jackknife Middle Kick3KK13.9%
crouch dash back into Queen Bee Needle66K+G13.9%
crouch dash back into Quick Knee Straight6KP13.9%
crouch dash back into Serpent Toe Kick2P+K13.9%
crouch dash back into down-back, back, back punch+kick+guard144P+K+G13.9%

7 further openings account for the other 7 rounds.

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 (26 here; about 1.3 would come up by chance alone before the correction).

Tests behind each character's list

  • Lei Fei: 1 of 14 tests hold up
  • Pai: 1 of 12 tests hold up
  • Sarah: not tested (too few rounds)