VirtuAnalytics

Novel Insights Through Data & Analysis

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

Pai

Gotsu87

  • Sarah
Career matches3,660
Career win rate52.1%
Round win rate52.4%
Peak rank29
Distinct opponents14
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1507 #1,971 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

Pai293,1381,6331,50552.0%
Sarah2552227424852.5%

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

208 of 225 rounds counted

5.3 inputs a second (316 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai5.2315185
Sarah5.432623

By opponent's character

Sarah5.432359
Wolf4.929238
Lei Fei5.332024
Akira5.432617
Vanessa5.130516
Jean5.231212
Shun5.633813
Taka5.935515
El Blaze4.92969
Jacky5.33195

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

Sarah158753.3%+4.2
Wolf125741.7%-24.1
Lei Fei63350.0%-5.3
Akira53260.0%-15.8
Vanessa440100.0%+22.9
Jean31233.3%-0.7
Shun32166.7%+18.5
Taka32166.7%+7.8
El Blaze2020.0%-27.4
Jeffry220100.0%+60.9
Jacky110100.0%+60.2

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

Rectangle124833.3%-26.5
Open108280.0%+17.0
Breakable Half Fence73442.9%-4.3
Full Fence64266.7%+7.3
Low Fence63350.0%-5.7
Single Wall62433.3%-26.8
Full Fence and Open31233.3%-0.7
Half Fence330100.0%+52.7
Octagon330100.0%+43.5

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
Walls3154.8%53.7%+1.2
No walls2259.1%60.7%-1.6

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

OmegaBankai (Rank 27)104640.0%
DARKREAPER543 (Rank 26)93633.3%
THEWEIAND (Rank 26)86275.0%
Angelus619 (Rank 27)63350.0%
Jiikae (Rank 29)54180.0%
H.P.Starcraft (Rank 27)32166.7%
KShar (Rank 21)32166.7%
u_madNES (Rank 27)31233.3%
UltraSeBassツ (Rank 34)2020.0%
sammy (Rank 1)220100.0%
xHanumanJix (Rank 25)220100.0%
Kai_Uchiha10 (Rank 30)110100.0%
The8thOne (Rank 26)1010.0%
Twoface (Rank 1)110100.0%

Most played opponents, most recent first

THEWEIAND (Rank 26)2026/08/1886275.0%
u_madNES (Rank 27)2026/08/1831233.3%
KShar (Rank 21)2026/08/1832166.7%
OmegaBankai (Rank 27)2026/08/18104640.0%
Twoface (Rank 1)2026/07/08110100.0%
The8thOne (Rank 26)2026/07/051010.0%
Kai_Uchiha10 (Rank 30)2026/07/04110100.0%
UltraSeBassツ (Rank 34)2026/07/042020.0%
Angelus619 (Rank 27)2026/06/2263350.0%
H.P.Starcraft (Rank 27)2026/06/2232166.7%
Jiikae (Rank 29)2026/06/2254180.0%
xHanumanJix (Rank 25)2026/06/22220100.0%
sammy (Rank 1)2026/06/22220100.0%
DARKREAPER543 (Rank 26)2026/06/2193633.3%

Round openings

Every character

backdash188.0%
Hi'en Tankyaku9K156.7%
backdash into guardG135.8%
backdash into backward movement114.9%
Ensei Haijinkyaku7K+G83.6%
crouch dash back73.1%
punchP into kickK73.1%
Souka Rensui3PP into Souka Raigekishou3PPP62.7%
evade down into Shashinkou466P+K62.7%
crouch dash back into Ensei Soushouheki4P52.2%
evade down into backdash52.2%
evade up52.2%
punchP52.2%
backdash into Ensei Haikyaku4K41.8%
evade down41.8%

72 further openings account for the other 106 rounds.

Pai

Career
1,633–1,505 · 52.0%
This season
50 matches · 56.0%
Peak rank
29

First hit in 52.5% of 202 rounds. Won 53.8% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K157.4%
backdash into guardG125.9%
backdash115.5%
backdash into backward movement115.5%
Ensei Haijinkyaku7K+G84.0%
punchP into kickK73.5%
Souka Rensui3PP into Souka Raigekishou3PPP63.0%
crouch dash back63.0%
evade down into Shashinkou466P+K63.0%
crouch dash back into Ensei Soushouheki4P52.5%
evade down into backdash52.5%
punchP52.5%
backdash into Ensei Haikyaku4K42.0%
evade up42.0%
evade up into Shashinkou466P+K42.0%

63 further openings account for the other 93 rounds.

Sarah

Career
274–248 · 52.5%
This season
6 matches · 50.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash730.4%
kickK313.0%
Feather Scarecrow8K14.3%
backdash into Quick Knee and Toe Kick6KK14.3%
backdash into guardG14.3%
crouch dash back14.3%
crouch dash back into Low Spin Kick3K+G14.3%
crouch dash back into kickK14.3%
crouch into Dragon Smash Cannon1K14.3%
evade down14.3%
evade up14.3%
evade up into Dragon Smash Cannon1K14.3%
evade up into Full Spin Heel Kick9K14.3%
evade up into Serpent Toe Kick2P+K14.3%
evade up into crouch14.3%

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)