VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

SSSociety

  • Aoi
  • Jeffry
Career matches1,578
Career win rate54.2%
Round win rate46.5%
Peak rank34
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1642 #1,085 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

Sarah341,31171060154.2%
Aoi312231249955.6%
Jeffry2644222250.0%

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

429 of 718 rounds counted

5.5 inputs a second (328 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.5328422
Jeffry5.93567

By opponent's character

Jacky5.6333101
Goh5.633561
Lau5.432363
Wolf5.130823
Akira5.935637
Jeffry5.332113
Jean5.432220
Shun5.231032
Lion5.130711
Vanessa5.532830
El Blaze5.23144
Sarah6.03618
Taka5.63376
Brad5.43267
Aoi5.02994
Dural5.13044
Lei Fei6.13685

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

Jacky27131448.1%-2.8
Goh1710758.8%+16.9
Lau1661037.5%-13.4
Wolf1661037.5%+0.6
Akira137653.9%+16.7
Jeffry116554.5%+10.7
Jean104640.0%+3.1
Kage106460.0%+18.9
Shun100100.0%-30.9
Lion93633.3%-14.6
Vanessa87187.5%+40.6
El Blaze61516.7%-26.9
Sarah61516.7%-23.4
Taka51420.0%-37.7
Brad42250.0%+10.5
Aoi31233.3%-19.4
Dural220100.0%+54.7
Lei Fei1010.0%-40.2

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

Rectangle2982127.6%-26.0
Full Fence2113861.9%+23.1
Single Wall2171433.3%-6.7
Breakable Full Fence1811761.1%+21.4
Octagon1761135.3%-9.9
Full Fence and Open169756.2%+17.1
Half Fence135838.5%-5.0
Low Fence136746.1%+0.2
Open136746.1%-1.3
Breakable Half Fence64266.7%+29.1

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
Walls10445.2%44.2%+1.0
No walls4740.4%43.3%-2.9

Walls against open: +3.9 points (95% range -12.8 to +20.5), p 0.651 — 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

ジャキる。 (Rank 34)2026/10/1683537.5%
xu.simon29 (Rank 35)2026/10/1631233.3%
拳四郎 (Rank 36)2026/10/1474357.1%
でんでんでん123B (Rank 39)2026/10/1331233.3%
都筑まもる君 (Rank 35)2026/10/13134930.8%
rocketopunch (Rank 32)2026/09/27440100.0%
∈挙動不審∋ (Rank 35)2026/09/15127558.3%
kazupon_myst/かずぽん (Rank 34)2026/09/1331233.3%
ぬっき~@ (Rank 34)2026/08/2732166.7%
ジークリオン (Rank 33)2026/06/054040.0%
PuzzG/ぱず爺 (Rank 36)2026/05/286060.0%
nanami.madogiwa (Rank 32)2026/05/2664266.7%
そば粉すたー☆銀狼 (Rank 36)2026/05/2431233.3%
音の勢-リック (Rank 33)2026/05/2431233.3%
しゆう@1974 (Rank 36)2026/05/24102820.0%
けいすけ新宿 (Rank 31)2026/05/23330100.0%
Koromo (Rank 32)2026/05/1242250.0%
どっせ参謀 (Rank 35)2026/05/0941325.0%
ふかふか (Rank 36)2026/05/0732166.7%
Lidly (Rank 35)2026/04/2331233.3%
クレウル (Rank 33)2026/04/1432166.7%
滝太郎(Takitarou) (Rank 30)2026/04/1031233.3%
愛戦士ニコル (Rank 32)2026/04/0932166.7%
タイヨウ (Rank 31)2026/04/0321150.0%
Nn_nekosuke (Rank 35)2026/03/2742250.0%

Round openings

Every character

crouch dash back into evade down8012.6%
crouch into Snap Side Chop Double3PP6810.7%
guardG into throw escape639.9%
guardG365.7%
crouch into Squat Straight2P223.5%
crouch dash back into Rising Elbow6P172.7%
crouch dash forward into guardG162.5%
Snap Side Chop3P152.4%
backdash into Crescent Heel4K+G152.4%
backdash into guardG142.2%
crouch dash back into Crescent Heel4K+G142.2%
evade down into crouch dash back132.0%
Snap Side Chop3P into Snap Side Chop Double3PP121.9%
crouch dash forward into evade down101.6%
throw escape101.6%

111 further openings account for the other 228 rounds.

Counted from 154 of the 174 matches played. The rest were not pulled for openings.

Sarah

Career
710–601 · 54.2%
This season
168 matches · 44.0%
Peak rank
34

First hit in 54.5% of 607 rounds. Won 48.6% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 18.9% of rounds, against 6.3% in their other rounds.
  • Against Jacky: moves in first in 23.0% of rounds, against 7.5% against everyone else.
  • After winning a round: backs off first in 48.6% of rounds, against 31.0% after losing one.
  • In round 2: opens with “G guard into throw escape” in 16.3% of rounds, against 8.2% in their other rounds.
  • Against Jacky: opens with “crouch dash back into evade down” in 25.7% of rounds, against 10.4% against everyone else.
  • After losing a round: opens with “G guard into throw escape” in 19.6% of rounds, against 4.2% after winning one.
  • When ahead: opens with “crouch dash back into evade down” in 23.4% of rounds, against 9.7% when level or behind.

How is this tested?

crouch dash back into evade down7512.3%
crouch into Snap Side Chop Double3PP6811.2%
guardG into throw escape6210.2%
guardG335.4%
crouch into Squat Straight2P223.6%
crouch dash back into Rising Elbow6P172.8%
Snap Side Chop3P152.5%
backdash into Crescent Heel4K+G152.5%
crouch dash forward into guardG152.5%
backdash into guardG142.3%
crouch dash back into Crescent Heel4K+G142.3%
evade down into crouch dash back132.1%
Snap Side Chop3P into Snap Side Chop Double3PP122.0%
crouch dash forward into evade down101.6%
throw escape101.6%

100 further openings account for the other 215 rounds.

Counted from 148 of the 168 matches played. The rest were not pulled for openings.

Jeffry

Career
22–22 · 50.0%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down325.0%
guardG216.7%
Middle Hell Stab6P+K18.3%
crouch dash forward into Middle Hell Stab6P+K18.3%
crouch dash forward into guardG18.3%
evade down into Ducking Low2K+G18.3%
evade down into Elbow Butt6P18.3%
guardG into Middle Hell Stab6P+K18.3%
guardG into throw escape18.3%

Aoi

Career
124–99 · 55.6%
This season
3 matches · 33.3%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down218.2%
backdash into Oushu Hiji'ate6P+KP19.1%
crouch dash back into Koromoguruma66P19.1%
crouch dash back into crouch19.1%
crouch dash forward into Hou'oushu3P19.1%
crouch dash forward into Sodeshinken33P+K19.1%
crouch into guardG19.1%
guardG19.1%
guardG into Sou'unha66K19.1%
guardG into forward dash19.1%

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 (15 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 15 tests hold up
  • Jeffry: not tested (too few rounds)
  • Aoi: not tested (too few rounds)