VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

r-i-a-r-a

  • Pai
Career matches1,686
Career win rate53.6%
Round win rate49.0%
Peak rank32
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1570 #1,540 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

Sarah3197151046152.5%
Pai3271539332255.0%

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

261 of 261 rounds counted

8.8 inputs a second (528 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah8.6518150
Pai9.0540111

By opponent's character

Akira9.054150
El Blaze8.651733
Jacky8.751930
Wolf8.450629
Kage8.953724
Aoi8.953315
Pai8.752416
Sarah8.550817
Goh8.852612
Lion9.053811
Shun9.657912
Jeffry8.95348
Brad8.75194

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

Akira125741.7%-13.1
El Blaze84450.0%-1.1
Jacky84450.0%+6.3
Wolf770100.0%+40.7
Kage62433.3%-14.4
Aoi41325.0%-12.2
Pai42250.0%+10.2
Sarah42250.0%+8.2
Goh31233.3%-3.6
Lion3030.0%-48.8
Shun31233.3%-3.7
Jeffry21150.0%+1.1
Brad110100.0%+51.8

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

Rectangle147750.0%+7.9
Single Wall124833.3%-13.3
Full Fence97277.8%+28.8
Half Fence93633.3%-13.2
Breakable Full Fence31233.3%-7.5
Breakable Half Fence31233.3%-18.6
Low Fence330100.0%+59.5
Octagon3030.0%-55.7
Open31233.3%-21.9
Full Fence and Open220100.0%+39.8

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
Walls4146.3%47.0%-0.6
No walls1844.4%45.7%-1.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

a_h_i_k_o (Rank 28)2026/09/1874357.1%
StarGuitar (Rank 29)2026/09/18110100.0%
JOHNFLOE (Rank 30)2026/09/18110100.0%
orz (Rank 31)2026/09/1543175.0%
REDdog.狂犬 (Rank 33)2026/09/152020.0%
wildduck-japan (Rank 33)2026/09/1542250.0%
nanami.madogiwa (Rank 31)2026/09/0883537.5%
ヒジリキホッキョッ (Rank 31)2026/09/0883537.5%
夢精帝国連盟団長 (Rank 29)2026/09/081010.0%
HoAssYoAss (Rank 31)2026/09/0521150.0%
ねこまじん (Rank 33)2026/08/0421150.0%
M&E (Rank 25)2026/07/04660100.0%
らうらう (Rank 31)2026/05/284040.0%
1FNOPLAYSORRY (Rank 33)2026/05/282020.0%
究極無敵 (Rank 35)2026/05/2841325.0%
manao_0609 (Rank 27)2026/05/28220100.0%
calmknight[냠냠] (Rank 28)2026/05/2831233.3%
manekinecogames (Rank 22)2026/05/28110100.0%
山口犬 (Rank 29)2026/05/2831233.3%

Round openings

Every character

backdash into evade up259.6%
forward movement into punchP207.7%
backdash into Honrakukyaku46K+G155.8%
backdash into Meishouho4P+K+G135.0%
forward dash into evade up114.2%
backdash into Crescent Heel4K+G103.8%
backdash into Switch Kick4K103.8%
backdash into Hide Side Kick (Deflect)P+K93.5%
crouch dash forward into evade down93.5%
guardG into evade up93.5%
guardG72.7%
guardG into evade down72.7%
evade down into guardG62.3%
backdash into guardG51.9%
backdash into Hi'en Tenshi2P+K31.1%

81 further openings account for the other 102 rounds.

Sarah

Career
510–461 · 52.5%
This season
38 matches · 63.2%
Peak rank
31

First hit in 43.6% of 149 rounds. Won 56.9% of the rounds they struck first, 56.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1610.7%
backdash into Crescent Heel4K+G106.7%
backdash into Switch Kick4K106.7%
backdash into Hide Side Kick (Deflect)P+K96.0%
forward dash into evade up74.7%
forward movement into punchP74.7%
crouch dash forward into evade down64.0%
evade down into guardG53.3%
guardG into evade down53.3%
guardG into evade up53.3%
backdash into guardG42.7%
forward dash into guardG32.0%
guardG32.0%
Hide Side Kick (Deflect)P+K21.3%
backdash into Leg Slicer2K+G21.3%

48 further openings account for the other 56 rounds.

Pai

Career
393–322 · 55.0%
This season
27 matches · 25.9%
Peak rank
32

First hit in 43.2% of 111 rounds. Won 35.4% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Honrakukyaku46K+G1513.5%
backdash into Meishouho4P+K+G1311.7%
forward movement into punchP1311.7%
backdash into evade up98.1%
forward dash into evade up43.6%
guardG43.6%
guardG into evade up43.6%
backdash into Hi'en Tenshi2P+K32.7%
crouch dash forward into evade down32.7%
punchP32.7%
Ryoushou6P+K21.8%
backdash into Ensei Toukyaku46K21.8%
backdash into Tenshin Oushoushou46P+K21.8%
backward movement into evade up21.8%
forward dash into Ensei Touku Haikyaku66K+G21.8%

29 further openings account for the other 30 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Sarah: not tested (too few rounds)
  • Pai: not tested (too few rounds)