VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

UltraShock3

  • Jean
  • Lau
  • Jacky
  • Wolf
Career matches982
Career win rate60.3%
Round win rate50.5%
Peak rank29
Distinct opponents13
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1579 #1,492 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

Sarah2954432721760.1%
Jean2939323316059.3%
Wolf221811761.1%
Lau221610662.5%
Jacky2311110100.0%

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

220 of 220 rounds counted

5.7 inputs a second (342 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.6336140
Jean6.035959
Lau6.23749
Jacky5.33187
Wolf5.33165

By opponent's character

Pai5.935587
Shun5.533340
Brad5.633737
Jacky5.633517
Vanessa5.935613
Aoi5.83457
Kage5.23137
Wolf5.33187
Eileen5.33165

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

Pai22121054.5%+8.5
Shun127558.3%-2.1
Brad95455.6%+8.7
Jacky4040.0%-60.8
Vanessa31233.3%-14.0
Aoi2020.0%-37.9
Kage220100.0%+29.2
Wolf220100.0%+33.6
Eileen110100.0%+58.0

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

Open105550.0%-0.6
Breakable Half Fence95455.6%-4.5
Full Fence97277.8%+33.0
Breakable Full Fence62433.3%-13.3
Octagon62433.3%-20.8
Half Fence52340.0%-9.1
Low Fence54180.0%+21.8
Full Fence and Open31233.3%-19.6
Rectangle220100.0%+33.6
Single Wall2020.0%-48.9

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
Walls3754.1%52.5%+1.5
No walls1752.9%53.0%-0.0

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

SunGoblin (Rank 24)2026/07/10110100.0%
VF31998 (Rank 29)2026/07/104040.0%
H.P.Starcraft (Rank 27)2026/07/1032166.7%
math_u_355/113 (Rank 30)2026/07/10138561.5%
suna19 (Rank 27)2026/07/0964266.7%
NoOneSpecific (Rank 31)2026/07/0931233.3%
sircrowbar (Rank 26)2026/06/193030.0%
Hornzisbadgg (Rank 30)2026/06/1995455.6%
bmurphy88 (Rank 21)2026/06/18220100.0%
legendaryhero (Rank 29)2026/05/3164266.7%
rich.tapestry (Rank 33)2026/05/312020.0%
avery525 (Rank 31)2026/05/3131233.3%
Cynuous (Rank 25)2026/05/31220100.0%

Round openings

Every character

punchP146.4%
guardG125.5%
Long Snap Side Chop3P+K94.1%
Shitamaeken2P94.1%
Squat Straight2P73.2%
crouch dash forward into guardG73.2%
Rising Elbow6P62.7%
backdash62.7%
backdash into Crescent Heel4K+G62.7%
backdash into guardG52.3%
crouch dash back into guardG52.3%
guardG into Yoko'enpi6P52.3%
kickK into punchP52.3%
Leg Slicer2K+G41.8%
Switch Kick4K41.8%

79 further openings account for the other 116 rounds.

Sarah

Career
327–217 · 60.1%
This season
35 matches · 48.6%
Peak rank
29

First hit in 44.3% of 140 rounds. Won 50.0% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Long Snap Side Chop3P+K96.4%
Squat Straight2P75.0%
crouch dash forward into guardG75.0%
Rising Elbow6P64.3%
backdash into Crescent Heel4K+G64.3%
guardG64.3%
backdash53.6%
backdash into guardG53.6%
kickK into punchP53.6%
Leg Slicer2K+G42.9%
Switch Kick4K42.9%
punchP42.9%
Breeze Shot6P+K into Wind Knuckle6P+KP32.1%
Double Rise Kick4P+K32.1%
Hide Side Kick (Deflect)P+K32.1%

42 further openings account for the other 63 rounds.

Jean

Career
233–160 · 59.3%
This season
16 matches · 62.5%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitamaeken2P915.2%
punchP813.6%
guardG58.5%
guardG into Yoko'enpi6P58.5%
Nozuchi1P+K35.1%
Harai'uke (Deflect)4P+K+G into throw escape23.4%
Shitanagi Shutou1P into guardG23.4%
crouch dash forward into Yoko'enpi6P23.4%
evade down into forward dash23.4%
guardG into throw escape23.4%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK11.7%
KounirenPP into KagizukiPPP11.7%
Shitanagi Shutou1P11.7%
Shitazuki3P into Oishitazuki3PP11.7%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK11.7%

14 further openings account for the other 14 rounds.

Lau

Career
10–6 · 62.5%
This season
3 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P into Hou'ou Soushou6PP111.1%
RenshouPP into RaigekishouPPP111.1%
Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP111.1%
Souchuken2P111.1%
backdash111.1%
backdash into Kosoushou46P111.1%
backdash into Sako Soushou4P+K111.1%
backdash into Senkyaku Renkan Sakurokushou3KPP111.1%
crouch dash back into guardG111.1%

Jacky

Career
11–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Beat KnuckleP+K into Beat Spin KickP+KK114.3%
Jab StraightPP into Jab Double StraightPPP114.3%
Low Spin Kick1K+G into guardG114.3%
Middle Smash6P114.3%
crouch into Squat Straight2P114.3%
evade down into punchP114.3%
punchP114.3%

Wolf

Career
11–7 · 61.1%
This season
1 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP120.0%
backdash into Short Shoulder46P+K120.0%
evade up120.0%
guardG120.0%
punchP120.0%

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)
  • Jean: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)