VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

you_vf

  • Wolf
  • Brad
  • Akira
Career matches8,481
Career win rate57.3%
Round win rate55.9%
Peak rank43
Distinct opponents139
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1912 #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

Sarah436,5253,7632,76257.7%
Akira4191049441654.3%
Brad4088149538656.2%
Wolf371651085765.5%

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

641 of 1,678 rounds counted

6.7 inputs a second (403 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.8406573
Wolf6.740110
Brad6.337651
Akira6.23727

By opponent's character

Jacky7.041876
Kage6.6399123
Vanessa6.438638
Aoi6.538873
Akira6.841034
Pai6.237115
Lau6.840836
Shun7.041838
El Blaze7.142627
Taka6.438517
Lei Fei6.43868
Wolf6.438623
Brad6.538736
Lion7.142412
Sarah7.042144
Goh6.539018
Jeffry6.941211
Jean7.34369
Dural7.24303

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

Jacky53411277.4%+22.7
Kage45281762.2%+6.2
Vanessa33201360.6%+1.6
Aoi31141745.2%-16.0
Akira30181260.0%+0.4
Pai29151451.7%-12.4
Lau2214863.6%+6.0
Shun2011955.0%-7.0
El Blaze1981142.1%-14.5
Taka1910952.6%-7.9
Lei Fei1710758.8%-5.4
Wolf1610662.5%+2.2
Brad157846.7%-15.2
Lion138561.5%-0.8
Sarah139469.2%+13.4
Goh115645.5%-17.2
Jeffry117463.6%+1.6
Eileen86275.0%+11.7
Jean75271.4%+4.1
Dural32166.7%+4.9

1 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Low Fence55322358.2%-0.9
Full Fence50321864.0%+4.2
Rectangle49282157.1%-2.8
Octagon47272057.5%-0.8
Breakable Full Fence45252055.6%-4.3
Open43321174.4%+15.4
Half Fence38251365.8%+6.2
Single Wall28101835.7%-25.6
Breakable Half Fence2618869.2%+9.8
Full Fence and Open1310376.9%+8.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25560.8%59.6%+1.2
No walls12658.7%59.7%-0.9

Walls against open: +2.2 points (95% range -8.1 to +12.5), p 0.680 — 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

デネ (Rank 41)2026/10/162014670.0%
せろり☆ (Rank 44)2026/10/09147750.0%
こば次狼/covajiro (Rank 44)2026/09/1471614.3%
oto (Rank 42)2026/09/1053260.0%
たまつばき (Rank 42)2026/08/3052340.0%
ひかる (Rank 39)2026/08/2175271.4%
カルティカ (Rank 41)2026/08/0354180.0%
いくお (Rank 44)2026/08/0383537.5%
指無しライダー (Rank 42)2026/06/1153260.0%
とぅでい (Rank 41)2026/06/1196366.7%
kenzan1955 (Rank 41)2026/06/1165183.3%
デビブル (Rank 43)2026/06/1073442.9%
いえす (Rank 39)2026/06/1053260.0%
つがさん (Rank 40)2026/06/1063350.0%
ひらがなであおき (Rank 42)2026/06/0998188.9%
苦道訓|kudoukun_goh (Rank 40)2026/05/2163350.0%
あむざん (Rank 38)2026/05/1052340.0%
no-0809 (Rank 39)2026/05/0976185.7%
タカアラシと心中 (Rank 42)2026/04/2993633.3%
配信中 (Rank 44)2026/04/25105550.0%
ついで (Rank 39)2026/04/2363350.0%
ふじふじくん (Rank 41)2026/04/17550100.0%
北斗神拳 弐ノ羅将 (Rank 38)2026/04/1576185.7%
しゃーく@べねっさ (Rank 42)2026/04/14116554.5%
chima0818turi (Rank 39)2026/04/0652340.0%

Round openings

Every character

forward movement into punchP24815.2%
Rising Elbow6P643.9%
backdash into Switch Kick4K482.9%
backdash into evade down472.9%
forward movement into Punch High KickPK472.9%
backdash into Crescent Heel4K+G412.5%
backdash into evade up392.4%
backward movement into Rising Elbow6P392.4%
Rising Elbow6P into kickK261.6%
forward movement into Jab Straight261.6%
backdash into guardG231.4%
Full Spin Heel Kick9K221.3%
backdash into throwP+G211.3%
punchP211.3%
forward dash into Rising Elbow6P201.2%

261 further openings account for the other 905 rounds.

Counted from 405 of the 415 matches played. The rest were not pulled for openings.

Sarah

Career
3,763–2,762 · 57.7%
This season
360 matches · 60.6%
Peak rank
43

First hit in 58.9% of 1,437 rounds. Won 60.3% of the rounds they struck first, 51.4% of the rounds they were struck first.

Significant Tells

  • Against Brad: evades first in 22.9% of rounds, against 6.1% against everyone else.
  • On Half Fence stages: attacks straight away in 25.0% of rounds, against 15.1% on the other stages.
  • After winning a round: attacks straight away in 18.6% of rounds, against 12.4% after losing one.
  • When behind: evades first in 11.3% of rounds, against 5.0% when ahead or level.
  • In round 1: opens with “forward movement into PK Punch High Kick” in 8.1% of rounds, against 1.7% in their other rounds.
  • Against Taka: opens with “6P Rising Elbow” in 20.3% of rounds, against 3.5% against everyone else.
  • On Octagon stages: opens with “backdash into evade down” in 6.1% of rounds, against 2.8% on the other stages.

How is this tested?

forward movement into punchP21314.8%
Rising Elbow6P644.4%
backdash into Switch Kick4K483.3%
backdash into evade down473.2%
forward movement into Punch High KickPK473.2%
backdash into Crescent Heel4K+G412.8%
backward movement into Rising Elbow6P392.7%
backdash into evade up372.6%
Rising Elbow6P into kickK261.8%
forward movement into Jab StraightPP241.7%
Full Spin Heel Kick9K221.5%
backdash into guardG211.4%
forward dash into Rising Elbow6P201.4%
Long Snap Side Chop3P+K191.3%
backdash into throwP+G191.3%

198 further openings account for the other 757 rounds.

Counted from 357 of the 360 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky23–6 · 79%15–6 · 71%too few to test
Kage12–9 · 57%8–3 · 73%too few to test
Vanessa13–9 · 59%4–3 · 57%too few to test
Akira13–7 · 65%2–2 · 50%too few to test
Aoi7–5 · 58%1–6 · 14%too few to test
Pai8–7 · 53%5–3 · 62%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.

3 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Wolf

Career
108–57 · 65.5%
This season
30 matches · 73.3%
Peak rank
37

First hit in 71.3% of 129 rounds. Won 58.7% of the rounds they struck first, 59.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1914.7%
crouch into Low Hammer2P118.5%
backdash into Heavy Middle Kick3K+G75.4%
backdash into Face Lift Kick3K64.7%
punchP64.7%
backdash into punchP53.9%
forward movement into Hammer KickPK53.9%
guardG into punchP43.1%
backdash into Elbow Butt4P32.3%
Low Hammer2P into Screw Hook63214P21.6%
backdash into evade up21.6%
backdash into guardG21.6%
backdash into throwP+G21.6%
backward movement into evade up21.6%
evade down into throwP+G21.6%

49 further openings account for the other 51 rounds.

Akira

Career
494–416 · 54.3%
This season
12 matches · 16.7%
Peak rank
41

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P716.3%
forward movement into punchP613.9%
backdash into Jouho Touken6P37.0%
backdash into Youhou33P37.0%
backdash into crouch dash forward37.0%
evade down into Rimon Chouchu66P37.0%
backdash into Rimon Chouchu66P24.7%
crouch dash forward into throwP+G24.7%
punchP into forward dash24.7%
Rimon Chouchu66P into backward movement12.3%
backdash into forward movement12.3%
backward movement into Jouho Touken6P12.3%
crouch dash back into Rimon Chouchu66P12.3%
crouch dash forward into Housui2P12.3%
crouch dash forward into Jouho Touken6P12.3%

6 further openings account for the other 6 rounds.

Brad

Career
495–386 · 56.2%
This season
13 matches · 46.1%
Peak rank
40

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1047.6%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK14.8%
Sharp Shoot1P into crouch14.8%
Spine Whip4P into Lumpini Combination4PK14.8%
Sway Back4P+K+G into Mighty Knee UpperK14.8%
evade down into Middle Spin Kick66K14.8%
evade down into backdash14.8%
forward dash into Elbow Hook6P14.8%
forward movement into Jab StraightPP14.8%
forward movement into Lumpini Combination4PK14.8%
guardG into Sit Jab2P14.8%
punchP14.8%

Counted from 6 of the 13 matches played. The rest were not pulled for openings.

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 (16 here; about 0.8 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: 7 of 16 tests hold up
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Brad: not tested (too few rounds)