VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Pai

k-konitan-102560

  • Sarah
Career matches219
Career win rate51.1%
Round win rate45.8%
Peak rank22
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1139 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

Pai221941029252.6%
Sarah1725101540.0%

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

105 of 107 rounds counted

6.1 inputs a second (366 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.237476
Sarah5.834529

By opponent's character

Goh6.236913
Sarah5.533214
Wolf6.841013
Jean6.539211
Jeffry5.332112
Shun6.03589
Aoi6.33767
El Blaze6.43826
Lion6.438110
Akira5.93561
Brad5.73444
Lei Fei5.83455

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

Goh41325.0%-12.8
Sarah4040.0%-54.8
Wolf42250.0%-14.0
Jean32166.7%+37.9
Jeffry31233.3%-25.3
Shun32166.7%+19.2
Aoi2020.0%-6.2
El Blaze220100.0%+35.0
Lion220100.0%+56.8
Akira1010.0%-23.6
Brad110100.0%+65.5
Lei Fei1010.0%-3.8

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

Octagon73442.9%+5.2
Breakable Half Fence63350.0%-5.4
Full Fence51420.0%-37.7
Open41325.0%-35.5
Breakable Full Fence32166.7%+37.9
Low Fence2020.0%-6.2
Full Fence and Open110100.0%+83.9

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
Walls2142.9%45.4%-2.5
No walls616.7%39.1%-22.4

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

zono (Rank 9)4040.0%
hitokabe2003 (Rank 23)3030.0%
masami.mac (Rank 26)32166.7%
totoronooheso (Rank 21)31233.3%
みらめたる (Rank 21)32166.7%
超町長 (Rank 17)31233.3%
ぬ (Rank 21)220100.0%
天狗から逃げるな (Rank 40)2020.0%
jarry666 (Rank 21)110100.0%
sakaekotobuki39 (Rank 16)110100.0%
sk901 (Rank 21)110100.0%
けつ毛バーガーking (Rank 18)110100.0%
ら族 (Rank 23)110100.0%
カプリッチョ (Rank 26)1010.0%
堂島様 (Rank 44)1010.0%

Most played opponents, most recent first

超町長 (Rank 17)2026/09/2831233.3%
みらめたる (Rank 21)2026/09/2832166.7%
ぬ (Rank 21)2026/09/23220100.0%
jarry666 (Rank 21)2026/09/23110100.0%
sk901 (Rank 21)2026/09/23110100.0%
ら族 (Rank 23)2026/09/14110100.0%
カプリッチョ (Rank 26)2026/09/141010.0%
masami.mac (Rank 26)2026/09/1432166.7%
hitokabe2003 (Rank 23)2026/09/143030.0%
totoronooheso (Rank 21)2026/09/1431233.3%
sakaekotobuki39 (Rank 16)2026/09/11110100.0%
けつ毛バーガーking (Rank 18)2026/09/11110100.0%
zono (Rank 9)2026/08/314040.0%
天狗から逃げるな (Rank 40)2026/08/312020.0%
堂島様 (Rank 44)2026/08/311010.0%

Round openings

Every character

RenshouPP into RaigekishouPPP87.5%
backdash into evade up76.5%
evade up into crouch dash forward65.6%
forward dash into evade up54.7%
guardG54.7%
Souka Rensui3PP into Souka Raigekishou3PPP32.8%
Soukasui3P into Souka Rensui3PP32.8%
backdash into Crescent Heel4K+G32.8%
crouch dash forward into guardG32.8%
evade down into guardG32.8%
evade up into forward dash32.8%
no input32.8%
Low Spin Kick3K+G21.9%
Meishouho4P+K+G into RaigekishouPPP21.9%
Rising Elbow6P into Elbow Side Chop6PP21.9%

42 further openings account for the other 49 rounds.

Pai

Career
102–92 · 52.6%
This season
22 matches · 36.4%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RenshouPP into RaigekishouPPP810.3%
forward dash into evade up56.4%
backdash into evade up45.1%
evade up into crouch dash forward45.1%
Souka Rensui3PP into Souka Raigekishou3PPP33.9%
Soukasui3P into Souka Rensui3PP33.9%
evade up into forward dash33.9%
guardG33.9%
no input33.9%
Meishouho4P+K+G into RaigekishouPPP22.6%
backdash into throwP+G22.6%
crouch dash forward into guardG22.6%
crouch into Renka Sentai2KK22.6%
crouch into down-back kick1K22.6%
crouch into guardG22.6%

29 further openings account for the other 30 rounds.

Sarah

Career
10–15 · 40.0%
This season
8 matches · 62.5%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G310.3%
backdash into evade up310.3%
Low Spin Kick3K+G26.9%
Rising Elbow6P into Elbow Side Chop6PP26.9%
Valkyrie Low1K+G into Valkyrie Sword1K+GK26.9%
evade up into crouch dash forward26.9%
guardG26.9%
punchP into Jab StraightPP26.9%
Back Knuckle Turn44P13.5%
Jab StraightPP into Flash Piston PunchPPP13.5%
Rising Elbow6P13.5%
backdash into Switch Kick4K13.5%
crouch dash back into Crescent Heel4K+G13.5%
crouch dash forward into evade down13.5%
crouch dash forward into guardG13.5%

4 further openings account for the other 4 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)