VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

lodsaemone

  • Sarah
Career matches208
Career win rate47.1%
Round win rate43.4%
Peak rank21
Distinct opponents9
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1245 Not ranked yet: the list needs 50 matches. See 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

Pai211929210047.9%
Sarah161661037.5%

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

166 of 166 rounds counted

7.1 inputs a second (428 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.2434112
Sarah6.941354

By opponent's character

Aoi7.041835
Jacky7.444536
Jean6.840824
Jeffry7.545120
Eileen7.645714
Sarah6.539316
Vanessa6.840812
Lau7.64589

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

Aoi83537.5%+14.8
Jacky81712.5%-31.3
Jean63350.0%+16.8
Jeffry52340.0%+6.2
Eileen440100.0%+66.4
Sarah4040.0%-42.4
Vanessa31233.3%-0.9
Lau2020.0%-47.7

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

Open94544.4%+16.2
Breakable Full Fence54180.0%+55.4
Rectangle52340.0%+1.3
Half Fence4040.0%-39.3
Low Fence4040.0%-33.5
Breakable Half Fence31233.3%-4.5
Full Fence31233.3%-0.4
Full Fence and Open31233.3%-2.6
Octagon31233.3%+2.6
Single Wall1010.0%-88.0

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
Walls2339.1%34.8%+4.4
No walls1428.6%35.2%-6.7

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

S_C_H_T_O_M_P (Rank 22)83537.5%
PunkDriftR (Rank 20)71614.3%
DJTheDonn (Rank 16)63350.0%
Roadkill93 (Rank 18)52340.0%
DubstepEdgelord (Rank 14)440100.0%
GenesisXIl (Rank 16)4040.0%
xawesomeness2 (Rank 21)31233.3%
superkokujin (Rank 15)2020.0%
XEN0NIZBAC (Rank 2)1010.0%

Most played opponents, most recent first

DubstepEdgelord (Rank 14)2026/09/19440100.0%
DJTheDonn (Rank 16)2026/09/1363350.0%
GenesisXIl (Rank 16)2026/09/134040.0%
S_C_H_T_O_M_P (Rank 22)2026/07/2283537.5%
xawesomeness2 (Rank 21)2026/07/2231233.3%
PunkDriftR (Rank 20)2026/07/2171614.3%
XEN0NIZBAC (Rank 2)2026/07/211010.0%
superkokujin (Rank 15)2026/07/212020.0%
Roadkill93 (Rank 18)2026/07/2152340.0%

Round openings

Every character

punchP into RenshouPP2816.9%
punchP into kickK127.2%
guardG95.4%
guardG into punchP84.8%
offensive move63.6%
RenshouPP into RaigekishouPPP53.0%
backdash into guardG53.0%
punchP42.4%
punchP into Jab StraightPP42.4%
Henshin Engeki44P31.8%
backdash31.8%
backdash into Breeze Shot6P+K31.8%
backdash into evade down31.8%
punchP into RenkentaiPK31.8%
punchP into crouch31.8%

57 further openings account for the other 67 rounds.

Pai

Career
92–100 · 47.9%
This season
26 matches · 26.9%
Peak rank
21

First hit in 64.3% of 112 rounds. Won 41.7% of the rounds they struck first, 35.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into RenshouPP2825.0%
punchP into kickK119.8%
guardG76.2%
guardG into punchP76.2%
RenshouPP into RaigekishouPPP54.5%
Henshin Engeki44P32.7%
offensive move32.7%
punchP into RenkentaiPK32.7%
punchP into crouch32.7%
RaigekishouPPP into Renkan TenshinkyakuPPPK21.8%
Senchuken6P21.8%
backdash into Ensei Soushouheki4P21.8%
backdash into Meishouho4P+K+G21.8%
backdash into RenshouPP21.8%
punchP21.8%

29 further openings account for the other 30 rounds.

Sarah

Career
6–10 · 37.5%
This season
14 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG47.4%
punchP into Jab StraightPP47.4%
backdash into Breeze Shot6P+K35.6%
offensive move35.6%
Full Spin Heel Kick9K23.7%
backdash23.7%
backdash into Low Spin Kick3K+G23.7%
backdash into evade down23.7%
guardG23.7%
kickK23.7%
punchP23.7%
Dragon Smash Cannon1K into Low Kick2K11.9%
Feather Scarecrow8K11.9%
Full Spin Heel Kick9K into guardG11.9%
Leg Slicer2K+G11.9%

22 further openings account for the other 22 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

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