VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

KARA

  • Aoi
  • Jacky
  • Lion
  • Taka
Career matches2,480
Career win rate40.9%
Round win rate45.7%
Peak rank24
Distinct opponents313
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1267 #3,247 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

Sarah241,43757686140.1%
Aoi2393538255340.9%
Jacky2290454550.0%
Lion171510566.7%
Taka1631233.3%

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

1,032 of 2,196 rounds counted

5.7 inputs a second (340 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.7343679
Sarah5.4324186
Jacky5.7343124
Lion6.035831
Taka6.136612

By opponent's character

Akira5.6338154
Jacky5.7343107
Lau5.533288
Aoi5.633566
Sarah5.533374
Goh6.036246
Wolf6.237174
Shun5.633763
Jeffry5.633543
Kage5.533354
Pai5.633444
Eileen5.633623
Lei Fei5.432529
Lion5.734127
El Blaze5.734018
Jean5.533232
Brad5.734134
Vanessa5.935229
Taka5.633622
Dural5.13035

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

Akira68284041.2%-1.3
Jacky54262848.1%+5.1
Lau47192840.4%-5.2
Aoi44271761.4%+16.7
Sarah42222052.4%+9.3
Goh37181948.6%+4.0
Wolf35161945.7%+5.7
Shun32131940.6%-0.2
Jeffry2772025.9%-17.0
Kage2491537.5%-5.4
Pai2451920.8%-18.4
Eileen1981142.1%+5.7
Lei Fei1951426.3%-19.8
Lion189950.0%+8.8
El Blaze167943.8%+1.6
Jean156940.0%-4.5
Brad139469.2%+28.3
Vanessa1331023.1%-19.1
Taka111109.1%-27.8
Dural31233.3%+4.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Open70274338.6%-4.9
Breakable Full Fence69323746.4%+1.7
Half Fence61273444.3%+3.0
Single Wall60223836.7%-5.3
Low Fence59263344.1%+0.0
Rectangle55163929.1%-12.2
Full Fence51222943.1%-1.1
Octagon47222546.8%+0.3
Breakable Half Fence45252055.6%+17.2
Full Fence and Open115645.5%+6.2

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
Walls32843.9%42.9%+1.0
No walls18939.7%42.8%-3.1

Walls against open: +4.1 points (95% range -5.4 to +13.6), p 0.397 — 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

jqy911 (Rank 22)2026/09/2786275.0%
TaKaArAsHi573 (Rank 24)2026/09/2782625.0%
jytgfr46nkdeqadc (Rank 24)2026/09/0642250.0%
CHASER (Rank 21)2026/07/224040.0%
neco (Rank 23)2026/07/2142250.0%
omuretukun (Rank 22)2026/07/0342250.0%
委員ちょ (Rank 21)2026/06/3011110100.0%
ASSERT(m_pThink); (Rank 21)2026/06/2395455.6%
つのさん (Rank 21)2026/06/1676185.7%
maeK55 (Rank 22)2026/06/0774357.1%
まなつのかじつ (Rank 21)2026/06/0796366.7%
ズサ齋藤 (Rank 23)2026/06/0742250.0%
もっちぃ (Rank 22)2026/06/0554180.0%
ぼくどらえもん (Rank 19)2026/06/0551420.0%
しおのさばやき (Rank 21)2026/06/0561516.7%
osAnKIRA (Rank 23)2026/06/0451420.0%
G.S (Rank 21)2026/06/03118372.7%
Noonien (Rank 23)2026/06/0264266.7%
doublehighz (Rank 24)2026/05/2963350.0%
ryu2811 (Rank 23)2026/05/2341325.0%
shinkita (Rank 21)2026/05/22440100.0%
makmak_80 (Rank 22)2026/05/1441325.0%
おだんごたべたい (Rank 21)2026/05/1053260.0%
shrubby-dhal2 (Rank 23)2026/05/0941325.0%
BL-801 (Rank 22)2026/04/1853260.0%

Round openings

Every character

forward movement into backdash34315.6%
Tenchi In'youP+K+G28412.9%
backdash into guardG1235.6%
forward movement into forward dash994.5%
guardG653.0%
evade down492.2%
crouch into Kusanagi2K+G381.7%
forward movement into punchP351.6%
backdash into backward movement341.6%
crouch into Nami'okoshi3K+G311.4%
Ouda6P+K291.3%
forward dash into backdash261.2%
crouch into Serpent Toe Kick2P+K241.1%
backdash into punchP210.9%
evade up200.9%

314 further openings account for the other 979 rounds.

Aoi

Career
382–553 · 40.9%
This season
424 matches · 41.0%
Peak rank
23

First hit in 45.2% of 1,643 rounds. Won 46.6% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 28.3% of rounds, against 17.0% in their other rounds.
  • Against Pai: waits first in 35.9% of rounds, against 19.2% against everyone else.
  • After opening the round before by attacking: backs off first in 20.8% of rounds, against 13.9% after anything else.
  • After losing a round: moves in first in 48.8% of rounds, against 23.1% after winning one.
  • When behind: moves in first in 45.0% of rounds, against 26.8% when ahead or level.
  • In round 1: opens with “P+K+G Tenchi In'you” in 21.5% of rounds, against 15.7% in their other rounds.
  • Against Goh: opens with “forward movement into forward dash” in 10.4% of rounds, against 4.5% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “forward movement into backdash” in 23.9% of rounds, against 16.6% after anything else.
  • After losing a round: opens with “forward movement into forward dash” in 9.4% of rounds, against 1.6% after winning one.
  • When behind: opens with “forward movement into forward dash” in 8.3% of rounds, against 3.0% when ahead or level.

How is this tested?

Tenchi In'youP+K+G28417.2%
forward movement into backdash26416.0%
backdash into guardG915.5%
forward movement into forward dash814.9%
crouch into Kusanagi2K+G382.3%
guardG332.0%
crouch into Nami'okoshi3K+G311.9%
forward movement into punchP301.8%
Ouda6P+K291.8%
backdash into backward movement261.6%
evade down211.3%
guardG into down punch+kick2P+K201.2%
forward dash into backdash191.1%
backdash into Nami'okoshi3K+G181.1%
crouch into down punch+kick2P+K171.0%

212 further openings account for the other 649 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–21 · 28%7–11 · 39%too few to test
Lau7–11 · 39%7–11 · 39%too few to test
Jacky13–14 · 48%3–4 · 43%too few to test
Aoi15–7 · 68%6–4 · 60%too few to test
Goh9–6 · 60%4–7 · 36%too few to test
Sarah6–5 · 55%5–8 · 38%too few to test
Wolf6–8 · 43%4–8 · 33%too few to test
Shun6–6 · 50%3–8 · 27%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?

Sarah

Career
576–861 · 40.1%
This season
94 matches · 44.7%
Peak rank
24

First hit in 48.1% of 376 rounds. Won 50.8% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 29.0% of rounds, against 18.1% in their other rounds.
  • After losing a round: moves in first in 39.7% of rounds, against 17.4% after winning one.
  • After losing a round: opens with “forward movement into backdash” in 20.5% of rounds, against 8.0% after winning one.

How is this tested?

forward movement into backdash5815.2%
guardG266.8%
crouch into Serpent Toe Kick2P+K246.3%
backdash into guardG215.5%
evade down215.5%
backdash into Serpent Toe Kick2P+K112.9%
forward movement into forward dash112.9%
evade down into Serpent Toe Kick2P+K92.4%
evade up92.4%
crouch into Low Spin Kick3K+G71.8%
forward movement into Crescent Heel4K+G71.8%
forward movement into Switch Kick4K71.8%
backdash into Crescent Heel4K+G61.6%
backdash into backward movement61.6%
backward movement into guardG61.6%

86 further openings account for the other 153 rounds.

Jacky

Career
45–45 · 50.0%
This season
32 matches · 53.1%
Peak rank
22

First hit in 40.5% of 121 rounds. Won 53.1% of the rounds they struck first, 51.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into backdash1713.7%
backdash into guardG118.9%
evade down64.8%
forward movement into forward dash64.8%
evade down into High Angle Upper Kick6K43.2%
evade up into guardG43.2%
forward movement into punchP43.2%
Double Dragon9K32.4%
backdash into punchP32.4%
crouch into Low Spin Kick1K+G32.4%
evade up32.4%
forward movement into Dash Hammer Kick66K32.4%
High Angle Upper Kick6K21.6%
Middle Smash6P21.6%
Somersault Kick7K21.6%

44 further openings account for the other 51 rounds.

Lion

Career
10–5 · 66.7%
This season
8 matches · 62.5%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Senkyutai1K412.9%
evade down into guardG39.7%
forward movement into backdash39.7%
crouch into Kousoutai2K+G26.5%
forward movement into Senkyutai1K26.5%
guardG26.5%
Senputai8K into Katoutai8KK13.2%
Tanhikyaku46K13.2%
backdash into Tanhikyaku46K13.2%
backward movement into evade down13.2%
crouch into Dantai3K13.2%
crouch into Zensoutai2KK13.2%
evade down into punchP13.2%
evade down into throwP+G13.2%
evade up into guardG13.2%

6 further openings account for the other 6 rounds.

Taka

Career
1–2 · 33.3%
This season
3 matches · 33.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shita Harite2P325.0%
guardG216.7%
guardG into throw escape216.7%
evade down18.3%
evade down into throwP+G18.3%
evade up into backdash18.3%
forward movement into backdash18.3%
guardG into Tsuppari 2PP18.3%

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 (29 here; about 1.5 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

  • Aoi: 10 of 15 tests hold up
  • Sarah: 3 of 14 tests hold up
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Taka: not tested (too few rounds)