VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

CeMoi3333

  • Sarah
Career matches8,443
Career win rate48.6%
Round win rate48.8%
Peak rank27
Distinct opponents187
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1456 #2,292 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

Pai277,6223,7803,84249.6%
Sarah2182132349839.3%

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

3,673 of 4,476 rounds counted

7.1 inputs a second (429 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.14293,633
Sarah7.243040

By opponent's character

Sarah7.0421565
Aoi7.2433324
Akira7.3439294
Shun7.1425275
Brad7.3438220
Jacky7.1425223
Goh7.3440197
Jeffry6.9416182
Vanessa7.2433151
Lei Fei6.9416183
Pai6.9414195
Wolf7.3437182
Kage6.9416139
Eileen7.5448141
Jean7.142780
Lau7.344077
Taka7.2434133
Lion7.343757
El Blaze7.041725
Dural7.545130

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

Sarah170739742.9%-4.7
Aoi89434648.3%+5.7
Akira88493955.7%+10.3
Shun70214930.0%-2.9
Brad68412760.3%+2.9
Jacky65313447.7%+1.8
Goh62402264.5%+10.7
Jeffry60273345.0%-0.5
Vanessa59332655.9%-1.4
Lei Fei58263244.8%-0.0
Pai58283048.3%+3.2
Wolf53223141.5%-6.4
Kage51183335.3%-4.1
Eileen38201852.6%-0.3
Jean37172046.0%-2.2
Lau35171848.6%+6.7
Taka35191654.3%-7.8
Lion2291340.9%-17.6
El Blaze1321115.4%-18.3
Dural71614.3%-22.5

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Half Fence137696850.4%+4.5
Rectangle131646748.9%+1.4
Half Fence118576148.3%+5.9
Octagon114546047.4%+2.1
Single Wall112476542.0%-6.8
Low Fence106515548.1%+2.9
Open106525449.1%+0.1
Full Fence103465744.7%-3.3
Breakable Full Fence96385839.6%-9.6
Full Fence and Open66382857.6%+5.7

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
Walls69946.9%46.4%+0.6
No walls32446.3%47.6%-1.3

Walls against open: +1.8 points (95% range -4.9 to +8.5), p 0.593 — 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

Kitetsu (Rank 27)2026/09/281531220.0%
rich.tapestry (Rank 30)2026/09/0524101441.7%
DDRMONKEY (Rank 26)2026/08/3180404050.0%
Culex (Rank 23)2026/08/29117463.6%
STOPMOTION (Rank 26)2026/08/2533102330.3%
󠀡󠀡 (Rank 23)2026/08/052071335.0%
leefung._ (Rank 31)2026/08/042261627.3%
我老婆最乖 (Rank 24)2026/07/301813572.2%
DatDemo (Rank 26)2026/07/3043123127.9%
seedash (Rank 31)2026/07/262762122.2%
VF31998 (Rank 26)2026/07/26135838.5%
ROOBY (Rank 27)2026/07/241851327.8%
TayoTayoTaka (Rank 26)2026/07/221771041.2%
ShutenDoji (Rank 25)2026/07/22113827.3%
B34TD0WN (Rank 27)2026/07/21114736.4%
DARKREAPER543 (Rank 26)2026/07/12112918.2%
Username (Rank 33)2026/06/29111109.1%
itrap (Rank 29)2026/06/211441028.6%
BehemothTyphoon (Rank 25)2026/06/21135838.5%
The8thOne (Rank 26)2026/06/1840241660.0%
poppo (Rank 26)2026/06/071441028.6%
Zxo (Rank 26)2026/06/041711664.7%
tth (Rank 27)2026/05/273282425.0%
bighorny (Rank 29)2026/05/252131814.3%
Zai (Rank 22)2026/03/28119281.8%

Round openings

Every character

Ensei Haijinkyaku7K+G45210.1%
crouch into down-back kick1K3848.6%
backdash into Ensei Soushouheki4P2385.3%
punchP into RenshouPP1763.9%
Meishouho4P+K+G into Ensei SenpukyakuK+G1653.7%
crouch into Souka Raigekishou3PPP1112.5%
Enshi Soushou66P into Senchuken6P982.2%
Danshitsu6K into Danshitsu Senshou6KP922.0%
up punch8P821.8%
punchP into Senchuken6P811.8%
Senchuken6P into Danshitsu6K791.8%
Senchuken6P731.6%
Souanshou3P+K721.6%
backdash721.6%
crouch into Souka Rensui3PP691.5%

358 further openings account for the other 2,236 rounds.

Pai

Career
3,780–3,842 · 49.6%
This season
1,128 matches · 47.2%
Peak rank
27

First hit in 55.1% of 4,409 rounds. Won 50.9% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 19.0% of rounds, against 10.5% in their other rounds.
  • Against Jeffry: attacks straight away in 79.1% of rounds, against 65.4% against everyone else.
  • In round 1: opens with “backdash into 4P Ensei Soushouheki” in 8.8% of rounds, against 4.2% in their other rounds.
  • Against Pai: opens with “7K+G Ensei Haijinkyaku” in 20.0% of rounds, against 9.7% against everyone else.
  • After winning a round: opens with “crouch into 1K down-back kick” in 12.9% of rounds, against 8.6% after losing one.

How is this tested?

Ensei Haijinkyaku7K+G45210.2%
crouch into down-back kick1K3848.7%
backdash into Ensei Soushouheki4P2385.4%
punchP into RenshouPP1764.0%
Meishouho4P+K+G into Ensei SenpukyakuK+G1653.7%
crouch into Souka Raigekishou3PPP1112.5%
Enshi Soushou66P into Senchuken6P982.2%
Danshitsu6K into Danshitsu Senshou6KP922.1%
up punch8P821.9%
punchP into Senchuken6P811.8%
Senchuken6P into Danshitsu6K791.8%
Senchuken6P731.6%
Souanshou3P+K721.6%
crouch into Souka Rensui3PP691.6%
backdash681.5%

337 further openings account for the other 2,200 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah56–68 · 45%11–25 · 31%too few to test
Aoi21–24 · 47%19–16 · 54%too few to test
Akira28–24 · 54%14–7 · 67%too few to test
Shun18–35 · 34%3–13 · 19%too few to test
Brad24–17 · 59%13–6 · 68%too few to test
Jacky15–15 · 50%7–16 · 30%too few to test
Goh20–14 · 59%16–8 · 67%too few to test
Jeffry17–22 · 44%7–7 · 50%too few to test
Vanessa16–9 · 64%12–12 · 50%too few to test
Pai20–16 · 56%5–13 · 28%too few to test
Wolf18–22 · 45%4–6 · 40%too few to test
Kage8–16 · 33%7–12 · 37%too few to test
Lei Fei14–17 · 45%4–6 · 40%too few to test
Eileen10–12 · 45%10–6 · 62%too few to test
Jean10–7 · 59%3–10 · 23%too few to test
Lau14–16 · 47%1–1 · 50%too few to test
Taka8–10 · 44%11–4 · 73%too few to test
Lion4–9 · 31%3–3 · 50%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?

Sarah

Career
323–498 · 39.3%
This season
10 matches · 40.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash410.0%
backdash into Back Knuckle4P410.0%
kickK into Switch Kick4K37.5%
Switch Kick4K25.0%
crouch into Dragon Smash Cannon1K25.0%
crouch into Long Snap Side Chop3P+K25.0%
crouch into Squat Straight2P25.0%
kickK into Double Thrust KickKK25.0%
Back Knuckle4P into Serpent Rage4PK12.5%
Dragon Smash Cannon1K into Sharpsword44K12.5%
Quick Knee6K into Wind Knuckle6P+KP12.5%
Sharpsword44K into Sharpsword Combo44KK12.5%
Valkyrie Low1K+G12.5%
backdash into Crescent Heel4K+G12.5%
backdash into Switch Kick4K12.5%

12 further openings account for the other 12 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 (18 here; about 0.9 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: 5 of 18 tests hold up
  • Sarah: not tested (too few rounds)