VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

coo

  • Jacky
  • Jean
  • Aoi
  • Jeffry
  • Shun
  • Akira
  • Lei Fei
  • Pai
Career matches967
Career win rate40.9%
Round win rate39.9%
Peak rank22
Distinct opponents43
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1237 #3,336 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

Sarah2258122735439.1%
Aoi21140746652.9%
Jean14119398032.8%
Jacky1969284140.6%
Pai1722121054.5%
Jeffry112081240.0%
Shun17105550.0%
Akira1641325.0%
Lei Fei1421150.0%

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

108 of 524 rounds counted

6.3 inputs a second (376 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.3376108

By opponent's character

Akira7.24326
Sarah6.337659
Aoi5.33163
Pai5.73446
Goh5.834521
Jacky7.545213

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

Akira33151845.5%+2.4
Sarah189950.0%+8.0
Aoi127558.3%+18.9
Lei Fei126650.0%+17.1
Pai102820.0%-16.7
Kage91811.1%-15.0
Goh71614.3%-19.7
Jeffry71614.3%-14.8
Taka63350.0%+22.2
Jacky5050.0%-39.4
Shun5050.0%-5.6
Lau32166.7%+12.1
Wolf31233.3%+1.5
Brad2020.0%-40.1
El Blaze2020.0%-30.1
Eileen110100.0%+61.9
Jean110100.0%+59.4

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

Breakable Half Fence24101441.7%+1.2
Half Fence1971236.8%-4.4
Open146842.9%+7.8
Breakable Full Fence134930.8%-6.5
Low Fence135838.5%-4.6
Octagon113827.3%+5.2
Rectangle115645.5%+14.6
Single Wall93633.3%+0.3
Full Fence and Open62433.3%-1.2
Full Fence4040.0%-32.5

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
Walls8235.4%36.0%-0.6
No walls3638.9%37.6%+1.3

Walls against open: -1.9 points (95% range -23.8 to +19.9), p 0.862 — 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

qzmix (Rank 24)2026/07/2051420.0%
CHASER (Rank 22)2026/06/0943175.0%
サーちゃん (Rank 21)2026/06/063030.0%
omuretukun (Rank 21)2026/06/0698188.9%
ぽん (Rank 23)2026/05/234040.0%
ttfour@サラしかできないw (Rank 22)2026/05/2094544.4%
manao_0609 (Rank 24)2026/05/1191811.1%
brutalokina (Rank 23)2026/05/1131233.3%
T-J-J (Rank 24)2026/05/1032166.7%
トローリロートル (Rank 22)2026/05/0732166.7%
スタンプジャンパー (Rank 22)2026/05/0731233.3%
a-week-away (Rank 24)2026/05/0731233.3%
聖☆奈♡♡ (Rank 23)2026/04/2351420.0%
dalmax72 (Rank 23)2026/04/2383537.5%
_(:3」∠)_ (Rank 16)2026/04/2032166.7%
potimaru1059 (Rank 21)2026/04/1072528.6%
淼水月 (Rank 21)2026/04/1042250.0%
練氣小修士 (Rank 14)2026/04/0632166.7%
Sun-sin (Rank 17)2026/04/0432166.7%
EZSD (Rank 17)2026/04/042020.0%
yuzu (Rank 26)2026/04/0431233.3%
Fuji_Atsuka (Rank 14)2026/04/0232166.7%
bonjour (Rank 12)2026/03/283030.0%
wata-gashi (Rank 14)2026/03/2832166.7%
結城オグレ (Rank 4)2026/03/2732166.7%

Round openings

Every character

punchP275.2%
Stiletto66K265.0%
backdash into Crescent Heel4K+G193.6%
evade down into guardG152.9%
Dash Hammer Kick66K142.7%
punchP into Jab Straight122.3%
punchP into kickK91.7%
crouch into Leg Slicer2K+G71.3%
backdash61.1%
backdash into Stiletto66K61.1%
evade up61.1%
guardG61.1%
Dragon Smash Cannon1K50.9%
Jab StraightPP into Flash Piston PunchPPP50.9%
NirentotsuPP into Nirentotsu OuchuPPP50.9%

244 further openings account for the other 356 rounds.

Sarah

Career
227–354 · 39.1%
This season
58 matches · 37.9%
Peak rank
22

First hit in 54.6% of 227 rounds. Won 41.9% of the rounds they struck first, 40.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Stiletto66K2611.4%
backdash into Crescent Heel4K+G198.4%
punchP125.3%
punchP into Jab StraightPP94.0%
crouch into Leg Slicer2K+G73.1%
evade down into guardG73.1%
backdash into Stiletto66K62.6%
Dragon Smash Cannon1K52.2%
Jab StraightPP into Flash Piston PunchPPP52.2%
Sharpsword44K into Sharpsword Combo44KK52.2%
Switch Kick4K52.2%
crouch into Low Spin Kick3K+G52.2%
evade up52.2%
guardG52.2%
Hide Side Kick (Deflect)P+K41.8%

70 further openings account for the other 102 rounds.

Jacky

Career
28–41 · 40.6%
This season
21 matches · 42.9%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K1417.5%
Beat KnuckleP+K into Beat & Back KnuckleP+KP33.8%
Slide Shuffle (Deflect)4P+K+G33.8%
backdash into Slide Shuffle (Deflect)4P+K+G33.8%
crouch into Lightning Kick 12K+G33.8%
evade down into guardG33.8%
punchP33.8%
punchP into Jab StraightPP33.8%
Middle Spin Kick46K+G22.5%
backdash into Beat & Back KnuckleP+KP22.5%
backdash into Dash Hammer Kick66K22.5%
backdash into evade up22.5%
evade down into Middle Kick~Jab3KP22.5%
forward dash into Middle Smash6P22.5%
Middle Kick3K into Middle Kick~Jab3KP11.2%

32 further openings account for the other 32 rounds.

Jean

Career
39–80 · 32.8%
This season
17 matches · 23.5%
Peak rank
14

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chudan Ushiro Mawashigeri66K46.6%
Harai'uke (Deflect)4P+K+G46.6%
Oiseikenzuki (Deflect)236P+K46.6%
Yoko'enpi6P34.9%
punchP34.9%
Gyaku Seikenzuki66P23.3%
backdash into Chudan Ushiro Mawashigeri66K23.3%
backdash into Kake'uchi46P23.3%
backdash into Oihiji4P+K23.3%
evade down into Yamakuzushi6K23.3%
punchP into KounirenPP23.3%
punchP into kickK23.3%
Harai'uke (Deflect)4P+K+G into KounirenPP11.6%
Harai'uke (Deflect)4P+K+G into punchP11.6%
Oiseikenzuki (Deflect)236P+K into punchP11.6%

26 further openings account for the other 26 rounds.

Aoi

Career
74–66 · 52.9%
This season
15 matches · 26.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

NirentotsuPP into Nirentotsu OuchuPPP58.3%
Tenchi In'youP+K+G58.3%
punchP into NirentotsuPP58.3%
backdash into Sou'unha66K35.0%
punchP35.0%
Ougimai4P into Ougimai~Tachikaze4PK23.3%
Sanseigan66P+K into Ouda6P+K23.3%
backdash into Koromoguruma66P23.3%
backdash into Ouka66P+KP23.3%
crouch into Maegeri3K23.3%
down-back punch+kick1P+K23.3%
Jousei Ryusenshou214P+K11.7%
Kasuminagi2KP into Kasumi Renshou2KPP11.7%
Maegeri3K11.7%
Ogamigeri4K+G11.7%

23 further openings account for the other 23 rounds.

Jeffry

Career
8–12 · 40.0%
This season
7 matches · 42.9%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP414.3%
Knee Attack6K310.7%
evade down into guardG27.1%
Body CrushP+K into Double CrushP+KP13.6%
Elbow Butt6P into Threat StanceP+K+G13.6%
Heavy Back Knuckle4P into Grizzly Hammer1PP13.6%
Knee Push4K into Knee Push Wild Hook4KP13.6%
Toe Kick2K into Toe Kick Hammer2KP13.6%
Toe Kick2K into evade down13.6%
Tsunami Beat3K+G13.6%
backdash13.6%
backdash into Ducking Low2K+G13.6%
backdash into Knee Push Wild Hook4KP13.6%
backdash into Threat StanceP+K+G13.6%
backward movement13.6%

7 further openings account for the other 7 rounds.

Shun

Career
5–5 · 50.0%
This season
7 matches · 57.1%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RengekiPP into Saishu RenkangekiPPP28.0%
backdash into Tenshin Benshu4P+K28.0%
Gyoushintai3K into forward dash14.0%
Haisenchu1P into Haisenchu Kaikakyaku1PK14.0%
Kousoku Kouhi17P+K+G14.0%
Senshi9K+G14.0%
Tenshin Haishu4P into Dokuritsu Kanpai46P+K14.0%
backdash into Chubu Soutenkyaku66K14.0%
backdash into Dokuritsu Kanpai46P+K14.0%
backdash into RengekiPP14.0%
backdash into Senshi9K+G14.0%
backdash into Shoushi Outeki1P+K14.0%
backdash into Tenshin Kashitai1K+G14.0%
backdash into Toukyaku6K+G14.0%
backdash into down punch+kick2P+K14.0%

8 further openings account for the other 8 rounds.

Lei Fei

Career
1–1 · 50.0%
This season
4 matches · 50.0%
Peak rank
14

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chinheki4P+K16.2%
Gaida Santen6P+KP into Rakuchi Souyoku6P+KPP16.2%
Kakushu Suigeki6P16.2%
Katoken3P+K into Haisetsukou39P+KP16.2%
Kochouheki (Deflect)236P+K16.2%
Kongou HekikenP+KP into Kongou Renshin HoudaP+KPP16.2%
Shazen Tenshin Haikyaku8K into Tenshin Senputai8KK16.2%
Zaban Hekishou66P+K16.2%
backdash into Tenshin Senputai8KK16.2%
backdash into kickK16.2%
backward movement into kickK16.2%
crouch into Fujinkyaku2K16.2%
evade up into Goka Zasan466P+K16.2%
evade up into Hekizan Jujikou4P+KP16.2%
evade up into kickK16.2%

1 further openings account for the other 1 rounds.

Akira

Career
1–3 · 25.0%
This season
4 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koboku214P214.3%
Rimon Chouchu66P214.3%
Souka Housui3P+K214.3%
punchP into kickK214.3%
Ekishou3P into guardG17.1%
Jouho Touken6P into kickK17.1%
Youteitou6K into Kenhou6KP17.1%
backward movement into Goko Shutsudou3K+GP17.1%
crouch into Sokutai3K17.1%
down, down-back punch+kick21P+K17.1%

Pai

Career
12–10 · 54.5%
This season
3 matches · 66.7%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Rensui3PP into Souka Raigekishou3PPP215.4%
Haitenkyaku7K17.7%
Heiho Chutenshou64P into Takuten Soudou64PP17.7%
Renken ToukyakuPPK into Renken ToukikyakuPPKK17.7%
backdash into Ensei SenpukyakuK+G17.7%
backdash into Hi'en Rekkyaku9KK17.7%
backdash into back, down-back punch+kick41P+K17.7%
crouch into down-back kick1K17.7%
down-back kick1K into Ensei Haikyaku4K17.7%
evade down into Rikensui1P17.7%
punchP17.7%
punchP into Ensei KatanhekiP+K17.7%

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

  • Sarah: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Pai: not tested (too few rounds)