VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

marusan1220

  • Goh
Career matches760
Career win rate62.0%
Round win rate56.7%
Peak rank31
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1671 #938 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

Sarah3147229218061.9%
Goh3028817910962.1%

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

194 of 208 rounds counted

6.1 inputs a second (365 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.0358146
Goh6.538848

By opponent's character

Jacky6.036246
Akira6.639434
Aoi6.035830
Goh5.532815
Kage6.035717
Jean6.840513
Jeffry5.633510
Lau6.237011
Lei Fei6.337710
Brad5.73428

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

Jacky116554.5%-6.8
Akira86275.0%+15.9
Aoi75271.4%+9.1
Goh440100.0%+36.7
Kage440100.0%+36.4
Jean31233.3%-39.1
Jeffry32166.7%-13.2
Lau31233.3%-3.6
Lei Fei32166.7%+2.7
Shun31233.3%-30.2
Brad2020.0%-71.6

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

Open146842.9%-21.8
Full Fence76185.7%+28.3
Breakable Half Fence64266.7%+8.6
Half Fence64266.7%-0.4
Single Wall64266.7%+2.6
Full Fence and Open32166.7%-13.2
Low Fence32166.7%+10.2
Breakable Full Fence21150.0%-10.7
Octagon110100.0%+31.8
Rectangle110100.0%+44.8

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
Walls2373.9%62.2%+11.7
No walls2352.2%60.0%-7.8

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

Most played opponents, most recent first

fazz00r (Rank 27)2026/10/0821150.0%
都筑まもる君 (Rank 32)2026/10/08110100.0%
ミルク警察 (Rank 32)2026/10/08110100.0%
釜墓赤広 (Rank 30)2026/09/232020.0%
HIROCHILL (Rank 29)2026/09/2331233.3%
ぴょろすぽ (Rank 32)2026/09/13220100.0%
ヘニオ (Rank 33)2026/09/13440100.0%
アドリブ使い (Rank 31)2026/09/1332166.7%
マグロ親方 (Rank 31)2026/09/13110100.0%
プリおじ (Rank 34)2026/09/1332166.7%
かりすまっくすさん★ (Rank 31)2026/09/13220100.0%
yuzu (Rank 27)2026/09/1332166.7%
失礼!スマッシュ☆彡 (Rank 26)2026/08/05110100.0%
楽天アキラ (Rank 30)2026/08/05220100.0%
a_h_i_k_o (Rank 29)2026/07/202020.0%
hahaha (Rank 27)2026/07/072020.0%
orz (Rank 29)2026/07/07220100.0%
イイクルーン (Rank 37)2026/07/0731233.3%
肉彦さん☆彡 (Rank 29)2026/06/14110100.0%
ちび-G (Rank 31)2026/05/1732166.7%
あぽろん (Rank 30)2026/05/1753260.0%
gairoku88 (Rank 29)2026/04/1221150.0%
アベル (Rank 30)2026/03/301010.0%

Round openings

Every character

Hide Side Kick (Deflect)P+K189.4%
Sharpsword44K into Sharpsword Combo44KK105.2%
backdash into Karura4P+K94.7%
backdash into Full Spin Heel Kick9K84.2%
backdash into Crescent Heel4K+G73.6%
backdash63.1%
backdash into Soukyu46P63.1%
crouch dash forward into guardG63.1%
crouch into Sune'uchi2P63.1%
backdash into Leg Slicer2K+G52.6%
guardG into evade down52.6%
Back Knuckle Turn44P into backdash42.1%
guardG into evade up42.1%
kickK into High Kick StraightKP42.1%
Back Knuckle Turn44P into crouch31.6%

74 further openings account for the other 91 rounds.

Counted from 47 of the 51 matches played. The rest were not pulled for openings.

Sarah

Career
292–180 · 61.9%
This season
38 matches · 57.9%
Peak rank
31

First hit in 47.5% of 139 rounds. Won 56.1% of the rounds they struck first, 53.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K1812.9%
Sharpsword44K into Sharpsword Combo44KK107.2%
backdash into Full Spin Heel Kick9K85.8%
backdash into Crescent Heel4K+G75.0%
backdash64.3%
backdash into Leg Slicer2K+G53.6%
guardG into evade down53.6%
Back Knuckle Turn44P into backdash42.9%
crouch dash forward into guardG42.9%
kickK into High Kick StraightKP42.9%
Back Knuckle Turn44P into crouch32.2%
guardG into evade up32.2%
backward movement into evade down21.4%
crouch dash forward into Low Spin Kick3K+G21.4%
crouch dash forward into evade down21.4%

52 further openings account for the other 56 rounds.

Counted from 34 of the 38 matches played. The rest were not pulled for openings.

Goh

Career
179–109 · 62.1%
This season
13 matches · 76.9%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K917.0%
backdash into Soukyu46P611.3%
crouch into Sune'uchi2P611.3%
Soukyu46P35.7%
crouch dash forward into guardG23.8%
forward dash into guardG23.8%
forward movement into punchP23.8%
Garyu66K into Tsukikage6K11.9%
Kirin33P into Denkou3PP11.9%
Sune'uchi2P11.9%
backdash into Ni'oudaoshi3K+G11.9%
backdash into Shouzuka Okuri1P+K11.9%
backdash into forward dash11.9%
backward movement into Ni'oudaoshi3K+G11.9%
crouch dash back into guardG11.9%

15 further openings account for the other 15 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 (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)
  • Goh: not tested (too few rounds)