VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

Splatgoon

  • Pai
  • Wolf
  • Aoi
  • Jacky
  • Eileen
  • Lau
Career matches1,759
Career win rate45.5%
Round win rate45.8%
Peak rank29
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1476 #2,176 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

Sarah291,00945255744.8%
Pai2630914216746.0%
Wolf251999010945.2%
Aoi251787310541.0%
Jacky2446301665.2%
Eileen22106460.0%
Lau2187187.5%

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

2,208 of 2,212 rounds counted

5.0 inputs a second (297 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah4.82911,083
Pai5.3319562
Wolf4.6274248
Aoi4.9292200
Jacky5.331852
Eileen5.231336
Lau4.527227

By opponent's character

Akira4.8288338
Shun5.1308246
Pai5.0298221
Goh4.8288157
Sarah4.9297167
Jean5.2312161
Jeffry4.9293135
Vanessa4.9294126
Lion5.3316114
Wolf4.8290117
Jacky4.929394
Brad5.331680
Taka4.526972
Kage4.627357
Lau5.130747
El Blaze4.929430
Aoi5.230930
Lei Fei5.130412
Dural4.52734

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

Akira84374744.0%-0.7
Shun60273345.0%+4.4
Pai55253045.5%+2.2
Goh43232053.5%+3.9
Sarah41301173.2%+30.7
Jean39192048.7%+1.8
Jeffry34122235.3%-5.8
Vanessa34122235.3%-12.4
Lion30141646.7%+8.4
Wolf2872125.0%-26.7
Jacky2361726.1%-11.9
Brad1961331.6%-13.3
Taka1851327.8%-8.7
Kage167943.8%+7.5
Lau116554.5%+7.6
El Blaze81712.5%-21.0
Aoi74357.1%+6.2
Lei Fei3030.0%-27.4
Dural110100.0%+31.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Single Wall65283743.1%-2.1
Half Fence64253939.1%-4.5
Open62313150.0%+8.8
Low Fence61313050.8%+5.6
Breakable Half Fence58263244.8%+1.5
Octagon52213140.4%-6.5
Rectangle50222844.0%+5.6
Full Fence47163134.0%-7.8
Full Fence and Open31141745.2%+0.3
Breakable Full Fence28101835.7%-12.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls29940.1%43.1%-3.0
No walls18847.9%44.3%+3.6

Walls against open: -6.5 points (95% range -17.2 to +4.1), p 0.227 — 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

The8thOne (Rank 29)2026/10/181991047.4%
leefung._ (Rank 32)2026/10/141751229.4%
無謀 (Rank 38)2026/10/14103730.0%
GamesoftRobo (Rank 28)2026/10/1384450.0%
math_u_355/113 (Rank 30)2026/10/13113827.3%
Frankster35 (Rank 28)2026/10/131412285.7%
laseract (Rank 25)2026/10/1386275.0%
onuelito (Rank 31)2026/10/13134930.8%
r1s1d8 (Rank 27)2026/10/101861233.3%
5CRUBL1FE (Rank 31)2026/10/10157846.7%
twinsshine (Rank 27)2026/10/0481712.5%
スレンダーコーン (Rank 27)2026/10/0382625.0%
Kitetsu (Rank 28)2026/09/28115645.5%
DDRMONKEY (Rank 26)2026/09/2686275.0%
OSMinty (Rank 23)2026/09/1776185.7%
unknown (Rank 23)2026/09/1233151845.5%
seedash (Rank 33)2026/09/11189950.0%
Crashing_Blow2003 (Rank 29)2026/08/26116554.5%
LordBaconTheBoss (Rank 29)2026/08/18104640.0%
B34TD0WN (Rank 31)2026/08/043292328.1%
ChilePiquín (Rank 36)2026/08/0484450.0%
xenon335 (Rank 29)2026/08/03102820.0%
Onpwnage (Rank 34)2026/08/0393633.3%
JBJunior (Rank 24)2026/07/29104640.0%
eeecee (Rank 4)2026/07/22108280.0%

Round openings

Every character

backdash into Crescent Heel4K+G22312.7%
Rising Elbow6P1649.3%
evade down1568.9%
punchP1357.7%
guardG794.5%
Rising Elbow6P into kickK704.0%
Rising Elbow6P into Double Joint Butt6PK593.4%
Arrow Knuckle3P543.1%
backdash523.0%
evade up442.5%
backdash into Soushouda46P+K352.0%
backdash into Tenshin Oushoushou46P+K321.8%
Chudan Hiji'ate6P281.6%
forward dash into Dragon Smash Cannon1K271.5%
no input261.5%

190 further openings account for the other 573 rounds.

Counted from 442 of the 534 matches played. The rest were not pulled for openings.

Sarah

Career
452–557 · 44.8%
This season
274 matches · 42.0%
Peak rank
29

First hit in 47.2% of 1,082 rounds. Won 51.3% of the rounds they struck first, 39.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.9% of rounds, against 5.5% in their other rounds.
  • Against Goh: moves in first in 15.5% of rounds, against 3.2% against everyone else.
  • After opening the round before by waiting: waits first in 17.9% of rounds, against 3.5% after anything else.
  • After winning a round: backs off first in 39.6% of rounds, against 22.0% after losing one.
  • In round 1: opens with “6P Rising Elbow” in 23.4% of rounds, against 12.3% in their other rounds.
  • Against Akira: opens with “evade down” in 13.5% of rounds, against 7.4% against everyone else.
  • After opening the round before with “6P Rising Elbow”: opens with “6P Rising Elbow” in 22.8% of rounds, against 10.3% after anything else.
  • After winning a round: opens with “backdash into 4K+G Crescent Heel” in 29.7% of rounds, against 17.2% after losing one.
  • When behind: opens with “6P Rising Elbow” in 18.6% of rounds, against 7.5% when ahead or level.

How is this tested?

backdash into Crescent Heel4K+G22320.5%
Rising Elbow6P16415.1%
evade down928.5%
punchP787.2%
Rising Elbow6P into kickK706.4%
Rising Elbow6P into Double Joint Butt6PK595.4%
guardG555.1%
backdash454.1%
forward dash into Dragon Smash Cannon1K272.5%
evade up232.1%
no input201.8%
Dragon Smash Cannon1K191.8%
punchP into Punch High KickPK141.3%
guardG into Rising Elbow6P121.1%
Leg Slicer2K+G111.0%

85 further openings account for the other 175 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira7–18 · 28%4–9 · 31%too few to test
Goh8–10 · 44%9–8 · 53%too few to test
Pai11–10 · 52%2–3 · 40%too few to test
Shun7–6 · 54%5–2 · 71%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?

Wolf

Career
90–109 · 45.2%
This season
61 matches · 32.8%
Peak rank
25

First hit in 42.7% of 248 rounds. Won 43.4% of the rounds they struck first, 40.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P5421.8%
Low Hammer2P249.7%
evade down228.9%
backdash into Short Shoulder46P+K218.5%
punchP176.8%
evade up166.5%
Body Blow6P into Rolling Back Elbow6PP+K114.4%
Low Drop Kick62K104.0%
evade up into punchP62.4%
guardG62.4%
backdash into Gasp Kneel Palm Bomb6P+K52.0%
evade down into punchP52.0%
Low Hammer2P into forward movement41.6%
Body Blow6P31.2%
Body Blow6P into Dragonfish Blow6PP31.2%

30 further openings account for the other 41 rounds.

Aoi

Career
73–105 · 41.0%
This season
50 matches · 52.0%
Peak rank
25

First hit in 46.0% of 200 rounds. Won 51.1% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Soushouda46P+K3517.5%
Chudan Hiji'ate6P2814.0%
evade down2512.5%
Ouda6P+K into Oushu Hiji'ate6P+KP157.5%
punchP157.5%
Kusanagi2K+G136.5%
backdash into Ouda6P+K73.5%
evade up52.5%
guardG52.5%
no input42.0%
Kusanagi2K+G into Tenchi In'youP+K+G31.5%
Raijinha6K into Tenchi In'youP+K+G31.5%
Shinchuzuki (Deflect)236P+K31.5%
backdash31.5%
punchP into backward movement31.5%

28 further openings account for the other 33 rounds.

Pai

Career
142–167 · 46.0%
This season
139 matches · 43.2%
Peak rank
26

First hit in 46.8% of 186 rounds. Won 57.5% of the rounds they struck first, 53.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tenshin Oushoushou46P+K3217.2%
punchP2111.3%
crouch into down-back kick1K158.1%
evade down158.1%
crouch into Ensei Haikyaku4K147.5%
Senchuken6P137.0%
Soukasui3P into Souka Rensui3PP126.5%
evade down into Enbikyaku3K+G105.4%
guardG105.4%
punchP into evade down52.7%
crouch into Renka Sentai2KK42.1%
backdash31.6%
backdash into Ryoushou6P+K31.6%
Enshi Soushou66P into Hien Dantai66PK21.1%
down-back kick1K21.1%

22 further openings account for the other 25 rounds.

Counted from 47 of the 139 matches played. The rest were not pulled for openings.

Eileen

Career
6–4 · 60.0%
This season
10 matches · 70.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enkou Nyudou214P+K into Enkou ShutsudouP1130.6%
Zensoutai2K+G into Zensou Senpu2K+GK411.1%
punchP411.1%
Douchu6P38.3%
Enkou Nyudou214P+K38.3%
guardG38.3%
evade down25.6%
Enkou Tekitou1P+K12.8%
Jinraishou6P+K into evade down12.8%
backdash into Matsumensou4P+K12.8%
crouch into Zensou Senpu2K+GK12.8%
evade down into Enkou Nyudou214P+K12.8%
evade down into Matsumensou4P+K12.8%

Not counted here: Jacky, Lau. Their matches were not pulled for openings.

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 (15 here; about 0.8 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

  • Sarah: 9 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Eileen: not tested (too few rounds)