VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

Satotti_3104

  • Jeffry
  • Kage
  • Brad
  • Jacky
Career matches807
Career win rate59.2%
Round win rate55.7%
Peak rank29
Distinct opponents36
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1502 #2,000 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

Sarah2945427617860.8%
Brad252381409858.8%
Jeffry2364343053.1%
Kage2340211952.5%
Jacky22117463.6%

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

189 of 244 rounds counted

5.9 inputs a second (356 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.136772
Jeffry5.734457
Kage5.835033
Brad5.935618
Jacky6.43819

By opponent's character

Goh5.834928
Lau6.136432
Jeffry5.834518
Jacky6.338017
Kage5.935615
Sarah6.237115
Akira5.935313
Aoi5.93548
Lion5.633413
Pai5.532813
Wolf6.23707
El Blaze6.63955
Shun6.03585

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

Goh1310376.9%+18.2
Lau93633.3%-31.2
Jeffry85362.5%+11.5
Jacky43175.0%+14.2
Kage440100.0%+37.4
Sarah43175.0%+16.5
Akira31233.3%-28.3
Aoi32166.7%+8.1
Lion31233.3%-16.5
Pai31233.3%-24.7
Wolf31233.3%-19.3
El Blaze220100.0%+40.6
Brad1010.0%-52.8
Shun1010.0%-79.3

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

Octagon95455.6%+4.8
Open95455.6%-6.6
Single Wall85362.5%-10.8
Breakable Full Fence73442.9%-9.0
Half Fence75271.4%+18.4
Full Fence660100.0%+45.3
Breakable Half Fence43175.0%+8.3
Low Fence43175.0%+13.1
Full Fence and Open1010.0%-45.8
Rectangle1010.0%-79.3

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
Walls3464.7%56.1%+8.6
No walls2161.9%65.6%-3.7

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

ばくちーラウ (Rank 21)2026/09/1732166.7%
みみぞう (Rank 21)2026/09/17440100.0%
kampfarkz (Rank 33)2026/09/151010.0%
[Garnet]agingcurvedAjeossi (Rank 28)2026/09/09110100.0%
鳩男 (Rank 30)2026/09/09110100.0%
MASTER-J (Rank 24)2026/09/092020.0%
UNIQ (Rank 25)2026/09/0942250.0%
TOMORV (Rank 26)2026/08/30110100.0%
青山@はなちゃん (Rank 30)2026/08/301010.0%
コナモン@konamon4119 (Rank 27)2026/08/30220100.0%
Nn_nekosuke (Rank 26)2026/08/3021150.0%
パニガーレ (Rank 24)2026/08/301010.0%
金田一の少年 (Rank 25)2026/06/211010.0%
mokoha_jean (Rank 22)2026/06/211010.0%
omuretukun (Rank 21)2026/06/21110100.0%
windowkhs (Rank 26)2026/06/1343175.0%
starszhouuu (Rank 24)2026/06/1332166.7%
uns/em (Rank 24)2026/06/1321150.0%
モルト (Rank 29)2026/05/2151420.0%
黒霧島ジャッキー (Rank 27)2026/05/101010.0%
オタクに優しいラウ (Rank 29)2026/04/301010.0%
かくるる (Rank 25)2026/04/30220100.0%
茗荷【みょうが】 (Rank 23)2026/04/3021150.0%
tamaneen (Rank 29)2026/04/30220100.0%
Rayscott (Rank 21)2026/04/21220100.0%

Round openings

Every character

backdash into Full Spin Heel Kick9K145.7%
forward movement into punchP93.7%
Quick Knee6K into Quick Knee Straight6KP83.3%
forward movement into kickK62.5%
crouch dash forward into Long Snap Side Chop3P+K52.0%
crouch into Valkyrie Sword1K+GK52.0%
kickK52.0%
kickK into punchP52.0%
evade up into forward dash41.6%
guardG41.6%
Rasen4P into Rasen Urageri4PK31.2%
backdash into Double Hammer Down43P31.2%
crouch dash back into Double Upper3PP31.2%
crouch dash back into Leg Slicer2K+G31.2%
crouch into Full Swing Upper33P31.2%

132 further openings account for the other 164 rounds.

Sarah

Career
276–178 · 60.8%
This season
32 matches · 62.5%
Peak rank
29

First hit in 57.5% of 127 rounds. Won 65.8% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Full Spin Heel Kick9K1411.0%
Quick Knee6K into Quick Knee Straight6KP86.3%
crouch dash forward into Long Snap Side Chop3P+K53.9%
crouch into Valkyrie Sword1K+GK53.9%
forward movement into kickK43.1%
kickK43.1%
kickK into punchP43.1%
crouch dash back into Leg Slicer2K+G32.4%
crouch into Leg Slicer2K+G32.4%
evade up into Crescent Heel4K+G32.4%
evade up into forward dash32.4%
punchP into forward dash32.4%
Round Kick8K+G21.6%
crouch dash forward into Low Spin Kick3K+G21.6%
crouch into Jackknife Kick3K21.6%

56 further openings account for the other 62 rounds.

Jeffry

Career
34–30 · 53.1%
This season
14 matches · 42.9%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P35.3%
crouch dash back into Double Upper3PP35.3%
crouch into Full Swing Upper33P35.3%
crouch into Grizzly Hammer1PP35.3%
forward movement into punchP35.3%
Elbow Butt6P into Elbow Hammer6PP23.5%
Heavy Back Knuckle4P into Stomach Destroyer4PK23.5%
Knee Push4K into Knee Push Wild Hook4KP23.5%
backdash into Megaton Knuckle43P+K23.5%
evade up into guardG23.5%
guardG23.5%
Dash Elbow66P11.8%
Elbow Butt6P11.8%
Hell Dunk Hammer214P+K11.8%
Knee Attack6K into forward dash11.8%

26 further openings account for the other 26 rounds.

Kage

Career
21–19 · 52.5%
This season
8 matches · 75.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P into Rasen Urageri4PK39.1%
crouch into Fusenjin3P39.1%
forward movement into punchP39.1%
Rasen4P26.1%
Tsumujigeri2K+G26.1%
backdash into Engetsugeri9K+G26.1%
punchP into ResshouPP26.1%
Jakenshou214P+K13.0%
ResshouPP into RekkukyakuPPK13.0%
Ryu'eikyaku66K into forward kick6K13.0%
Soumenwari1P+K13.0%
Ura Tsumujigeri44K13.0%
backdash into Hagakure-ryu In Raijingeki46P+K13.0%
crouch into Fujin Urasuisha2P+KK13.0%
crouch into Rasen Fujin3KP13.0%

8 further openings account for the other 8 rounds.

Brad

Career
140–98 · 58.8%
This season
5 matches · 60.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP316.7%
forward movement into kickK211.1%
Dtee Sawk Dtrohng4P+K15.6%
Jolt Upper3P into Jolt Upper~Spin Kick3PK15.6%
Middle Spin Kick66K15.6%
Sway Back4P+K+G into Mighty Knee UpperK15.6%
Ten Kao6K into Ten Kao~Sawk Kun6KP15.6%
crouch into Double Strike2KK15.6%
crouch into Jolt Upper3P15.6%
evade up15.6%
evade up into Jaguar Tail2K+G15.6%
evade up into Sawk Klab6P+K15.6%
forward dash into evade down15.6%
forward dash into punchP15.6%
kickK15.6%

Jacky

Career
7–4 · 63.6%
This season
2 matches · 50.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Long Stride Back Knuckle4P+K222.2%
Middle Kick3K into Middle Kick~Jab3KP111.1%
crouch dash forward into punchP111.1%
evade down into Beat KnuckleP+K111.1%
evade up into Beat & Back KnuckleP+KP111.1%
evade up into Body Blow3P+K111.1%
evade up into Long Stride Back Knuckle4P+K111.1%
punchP into Punch High KickPK111.1%

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)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jacky: not tested (too few rounds)