VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Sarah

Lidly

  • Jean
Career matches4,164
Career win rate53.2%
Round win rate51.0%
Peak rank39
Distinct opponents166
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1811 #348 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

Sarah393,5111,8491,66252.7%
Dural—59333425956.3%
Jean2760342656.7%

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

897 of 2,125 rounds counted

8.4 inputs a second (502 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah8.4502897

By opponent's character

Brad8.249254
Wolf8.8525116
Jeffry8.651854
Jacky8.551269
Jean7.847056
Kage7.947230
Lau8.350055
Akira8.450465
Vanessa8.349755
Lei Fei8.148854
Pai8.651332
Sarah8.651445
Shun8.450361
Aoi8.148545
Lion8.350137
El Blaze8.349813
Goh8.450332
Dural8.550714
Taka8.048110

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

Brad40202050.0%+1.6
Wolf39172243.6%-5.4
Jeffry37181948.6%-3.1
Jacky36201655.6%+1.4
Jean34241070.6%+22.6
Kage34132138.2%-12.9
Lau32161650.0%-0.7
Akira31181358.1%+13.3
Vanessa31112035.5%-11.1
Lei Fei30181260.0%+3.6
Pai29101934.5%-20.9
Sarah2418675.0%+17.4
Shun2371630.4%-16.5
Aoi22121054.5%+3.0
Lion22121054.5%+6.4
El Blaze2011955.0%+1.7
Goh1910952.6%-3.7
Dural76185.7%+29.7
Taka72528.6%-11.6
Eileen21150.0%-3.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Rectangle60243640.0%-12.0
Octagon59312852.5%+0.8
Half Fence58263244.8%-3.4
Low Fence55302554.5%+0.8
Breakable Full Fence51341766.7%+18.0
Open46262056.5%+9.3
Breakable Half Fence45222348.9%-5.4
Single Wall44242054.5%+3.6
Full Fence42202247.6%-1.4
Full Fence and Open2571828.0%-23.1

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
Walls31549.8%50.5%-0.7
No walls14555.2%51.2%+4.0

Walls against open: -4.7 points (95% range -15.1 to +5.8), p 0.385 — 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

タカユキお兄ちゃん/takayuki_vf (Rank 36)2026/10/1673442.9%
ねこむーと (Rank 39)2026/10/141511473.3%
gear8570 (Rank 39)2026/10/12103730.0%
tu-kun0223 (Rank 41)2026/10/12102820.0%
くりたろう (Rank 39)2026/10/1187187.5%
まっきー氏 (Rank 38)2026/10/1194544.4%
Tokkovanessa_VF (Rank 41)2026/10/0961516.7%
NaNa (Rank 35)2026/10/0971614.3%
kenzan1955 (Rank 38)2026/10/096060.0%
ボブソン (Rank 36)2026/06/1987187.5%
mahiro_725 (Rank 35)2026/06/1962433.3%
pnt_555 (Rank 36)2026/06/0353260.0%
turbo_-DK- (Rank 36)2026/06/0362433.3%
しょべるん (Rank 39)2026/05/31102820.0%
たっつぁん (Rank 37)2026/05/3163350.0%
nidaimebannai (Rank 37)2026/05/2153260.0%
kyav2hj (Rank 34)2026/05/1764266.7%
id02812522 (Rank 36)2026/05/1293633.3%
super-aokun0906 (Rank 38)2026/05/1083537.5%
anzenpai (Rank 34)2026/05/0973442.9%
たたみん♪ (Rank 36)2026/05/0993633.3%
alleni3xvf5ws (Rank 35)2026/05/07126650.0%
소롱 (Rank 34)2026/04/2263350.0%
ken3000wo (Rank 32)2026/04/0687187.5%
八事ジェフリー (Rank 33)2026/03/2864266.7%

Round openings

Every character

guardG19311.0%
Hide Side Kick (Deflect)P+K18610.6%
crouch into Squat Straight2P1488.4%
backdash into Crescent Heel4K+G875.0%
backdash into Full Spin Heel Kick9K724.1%
backdash into evade up714.0%
backdash into Switch Kick4K683.9%
guardG into Squat Straight2P643.7%
guardG into backdash613.5%
backdash into backward movement603.4%
guardG into evade up462.6%
crouch into Long Snap Side Chop3P+K372.1%
guardG into throw escape372.1%
backdash into Jackknife Middle Kick3KK352.0%
guardG into Crescent Heel4K+G352.0%

163 further openings account for the other 551 rounds.

Counted from 425 of the 519 matches played. The rest were not pulled for openings.

Sarah

Career
1,849–1,662 · 52.7%
This season
499 matches · 50.1%
Peak rank
39

First hit in 59.4% of 1,662 rounds. Won 51.8% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 53.1% of rounds, against 28.5% in their other rounds.
  • Against El Blaze: backs off first in 66.3% of rounds, against 32.7% against everyone else.
  • After opening the round before by backing off: backs off first in 35.0% of rounds, against 24.8% after anything else.
  • In round 1: opens with “backdash into 4K+G Crescent Heel” in 10.6% of rounds, against 3.5% in their other rounds.
  • Against Kage: opens with “P+K Hide Side Kick (Deflect)” in 27.4% of rounds, against 9.8% against everyone else.
  • On Open stages: opens with “backdash into 9K Full Spin Heel Kick” in 9.8% of rounds, against 3.9% on the other stages.

How is this tested?

Hide Side Kick (Deflect)P+K18611.1%
guardG18411.0%
crouch into Squat Straight2P1488.9%
backdash into Crescent Heel4K+G875.2%
backdash into Full Spin Heel Kick9K724.3%
backdash into evade up704.2%
backdash into Switch Kick4K684.1%
guardG into Squat Straight2P643.8%
backdash into backward movement603.6%
guardG into backdash603.6%
guardG into evade up422.5%
crouch into Long Snap Side Chop3P+K372.2%
guardG into throw escape362.1%
backdash into Jackknife Middle Kick3KK352.1%
guardG into Crescent Heel4K+G352.1%

141 further openings account for the other 487 rounds.

Counted from 405 of the 499 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad12–16 · 43%4–3 · 57%too few to test
Jeffry7–12 · 37%6–3 · 67%too few to test
Kage5–8 · 38%4–6 · 40%too few to test
Lei Fei12–10 · 55%6–0 · 100%too few to test
Akira10–10 · 50%3–1 · 75%too few to test
Vanessa9–11 · 45%0–6 · 0%too few to test
Wolf4–8 · 33%7–3 · 70%too few to test
Pai2–8 · 20%7–4 · 64%too few to test
Jacky7–8 · 47%2–2 · 50%too few to test
Lau5–3 · 62%3–7 · 30%too few to test
El Blaze8–8 · 50%3–1 · 75%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.

94 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jean

Career
34–26 · 56.7%
This season
20 matches · 70.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shitamaeken2P2328.8%
guardG911.2%
guardG into Nozuchi1P+K56.2%
crouch into Nozuchi1P+K45.0%
guardG into evade up45.0%
Shitamaeken2P into backdash22.5%
backdash into Chudan~Joudan Mawashigeri3KK22.5%
backdash into Kake'uchi~Maekeri'age46PK22.5%
guardG into Chudan Mawashigeri3K22.5%
guardG into Shitamaeken2P22.5%
Gyaku Seikenzuki66P into forward movement11.2%
Hangetsu NirenzukiP+K11.2%
Shitamaeken2P11.2%
Shitanagi Shutou1P into forward movement11.2%
backdash11.2%

20 further openings account for the other 20 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 (16 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: 6 of 16 tests hold up
  • Jean: not tested (too few rounds)