VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

shrubby-dhal2

  • Lau
Career matches930
Career win rate52.0%
Round win rate51.5%
Peak rank24
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1300 #3,120 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

Sarah2470234535749.1%
Lau242281398961.0%

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

361 of 557 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.3380215
Lau6.9414146

By opponent's character

Aoi6.338171
Akira7.243048
Lau6.639647
Sarah6.538732
Taka6.740452
Wolf7.142711
Goh5.834917
Pai5.734416
Jean7.142813
Jeffry6.84067
Kage6.237114
Jacky6.740018
Shun6.23724
Brad6.53925
El Blaze6.53903
Lion5.63393

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

Aoi33171651.5%-0.6
Akira22121054.5%+6.0
Lau1613381.2%+19.8
Sarah127558.3%+0.2
Taka116554.5%-1.3
Wolf72528.6%-18.1
Goh63350.0%+2.3
Pai61516.7%-21.2
Jean52340.0%-16.4
Jeffry52340.0%-15.5
Kage53260.0%+3.5
Jacky42250.0%+18.0
Vanessa32166.7%-7.0
Shun220100.0%+52.4
Brad1010.0%-38.4
El Blaze1010.0%-45.1
Lion1010.0%-69.6

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Octagon22101245.5%-4.0
Open1811761.1%+8.5
Rectangle1813572.2%+19.4
Low Fence1711664.7%-0.2
Breakable Full Fence147750.0%-1.9
Full Fence146842.9%-5.5
Breakable Half Fence113827.3%-22.2
Half Fence93633.3%-13.7
Full Fence and Open62433.3%-21.7
Single Wall32166.7%+11.5

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
Walls8847.7%50.0%-2.3
No walls3863.2%58.9%+4.3

Walls against open: -6.6 points (95% range -24.8 to +11.6), p 0.476 — 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

パニガーレ (Rank 25)2026/07/0621150.0%
式神 (Rank 26)2026/07/042020.0%
ma.ya2013 (Rank 26)2026/07/0453260.0%
委員ちょ (Rank 21)2026/07/0432166.7%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/06/302020.0%
FOX_CQC (Rank 21)2026/06/24220100.0%
GWO (Rank 22)2026/06/2453260.0%
dalmax72 (Rank 23)2026/06/2443175.0%
omuretukun (Rank 23)2026/06/242020.0%
我的名字叫顺溜 (Rank 21)2026/06/20117463.6%
CHASER (Rank 21)2026/06/0931233.3%
yabo (Rank 23)2026/06/06105550.0%
kobaman (Rank 26)2026/05/282020.0%
syounai (Rank 26)2026/05/27220100.0%
nekota (Rank 24)2026/05/2562433.3%
亀 (Rank 24)2026/05/2231233.3%
shinkita (Rank 22)2026/05/1732166.7%
avolpe (Rank 21)2026/05/17220100.0%
え~る (Rank 25)2026/05/1641325.0%
まだまだこれから (Rank 21)2026/05/10550100.0%
KARA (Rank 21)2026/05/0943175.0%
fazz00r (Rank 25)2026/05/0831233.3%
jackgnhang (Rank 27)2026/05/0821150.0%
코나미스포츠 (Rank 21)2026/05/0732166.7%
TOMORV (Rank 26)2026/05/063030.0%

Round openings

Every character

guardG into punchP315.6%
Sharpsword44K295.2%
backdash into Crescent Heel4K+G295.2%
kickK into Jab StraightPP203.6%
kickK into punchP183.2%
guardG into kickK173.0%
backdash into evade up152.7%
punchP into kickK142.5%
Souko Sensou66P+K122.1%
Long Snap Side Chop3P+K112.0%
backdash into Full Spin Heel Kick9K112.0%
guardG101.8%
backdash into evade down91.6%
Honshin Hekiken1P+K81.4%
guardG into Fukko Kensou1P81.4%

156 further openings account for the other 315 rounds.

Sarah

Career
345–357 · 49.1%
This season
105 matches · 52.4%
Peak rank
24

First hit in 53.1% of 409 rounds. Won 51.1% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 36.2% of rounds, against 15.7% in their other rounds.

How is this tested?

Sharpsword44K297.1%
backdash into Crescent Heel4K+G297.1%
guardG into punchP225.3%
kickK into Jab StraightPP204.9%
kickK into punchP184.4%
guardG into kickK174.1%
Long Snap Side Chop3P+K112.7%
backdash into Full Spin Heel Kick9K112.7%
backdash into evade up102.4%
punchP into kickK102.4%
backdash into evade down81.9%
guardG into Setup Combination3PK81.9%
Back Spin KickK+G into crouch71.7%
Jackknife Kick3K into Jackknife Middle Kick3KK71.7%
backdash into Sharpsword44K71.7%

103 further openings account for the other 197 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi10–7 · 59%1–3 · 25%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?

Lau

Career
139–89 · 61.0%
This season
35 matches · 54.3%
Peak rank
24

First hit in 44.5% of 146 rounds. Won 58.5% of the rounds they struck first, 49.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souko Sensou66P+K128.2%
guardG into punchP96.2%
Honshin Hekiken1P+K85.5%
guardG into Fukko Kensou1P85.5%
backdash into Touku Kosenkyaku9K53.4%
backdash into evade up53.4%
crouch dash back into Honshin Hekiken1P+K53.4%
crouch dash back into Kosoushou46P53.4%
guardG53.4%
guardG into RenshouPP53.4%
crouch dash back into kickK42.7%
punchP into kickK42.7%
Chisoutai2K+G32.0%
Fukko Kensou1P32.0%
punchP into RenshouPP32.0%

52 further openings account for the other 62 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 (14 here; about 0.7 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: 1 of 14 tests hold up
  • Lau: not tested (too few rounds)