VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

じぇるもです!!

  • Brad
Career matches1,709
Career win rate44.1%
Round win rate46.3%
Peak rank24
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1340 #2,957 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

Sarah241,66673693044.2%
Brad1743182541.9%

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

231 of 605 rounds counted

5.9 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.0359224
Brad4.62777

By opponent's character

Jacky5.633616
Akira6.036141
Pai6.237227
Kage5.734150
Aoi5.834520
Wolf6.438431
Jeffry6.036115
Goh5.935210
Lion5.935316
Sarah5.53325

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

Jacky27101737.0%-4.7
Akira26161061.5%+15.3
Pai2112957.1%+20.6
Kage1641225.0%-10.9
Aoi158753.3%+2.9
Wolf123925.0%-6.5
Jeffry103730.0%-24.9
Goh82625.0%-21.7
Lau65183.3%+25.6
Lion41325.0%-45.2
El Blaze32166.7%-18.4
Lei Fei220100.0%+32.0
Shun220100.0%+55.4
Taka2020.0%-39.4
Sarah1010.0%-27.0

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

Breakable Half Fence2271531.8%-14.3
Full Fence22121054.5%+13.8
Rectangle1871138.9%-9.2
Low Fence1711664.7%+24.6
Open148657.1%+0.6
Half Fence1331023.1%-16.4
Octagon135838.5%-6.0
Breakable Full Fence115645.5%+2.2
Full Fence and Open82625.0%-19.8
Single Wall62433.3%-1.1

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
Walls9939.4%43.4%-4.0
No walls3756.8%46.7%+10.1

Walls against open: -14.1 points (95% range -32.8 to +4.5), p 0.138 — 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

chimichama (Rank 21)2026/09/08440100.0%
ありがとナス (Rank 27)2026/08/27220100.0%
委員ちょ (Rank 21)2026/08/27440100.0%
cjnholife (Rank 24)2026/08/182020.0%
cs2skoda (Rank 21)2026/07/1642250.0%
ら族 (Rank 21)2026/07/1641325.0%
osAnKIRA (Rank 22)2026/07/1454180.0%
syounai (Rank 27)2026/07/092020.0%
kimxxxtt (Rank 21)2026/07/06330100.0%
9779797 (Rank 25)2026/07/0621150.0%
豆次郎 (Rank 21)2026/07/0631233.3%
ラーメソマソ (Rank 46)2026/07/032020.0%
morison_r (Rank 2)2026/05/1632166.7%
エル・シエロ (Rank 41)2026/05/163030.0%
zxyzguy (Rank 25)2026/05/161851327.8%
G.S (Rank 21)2026/05/15330100.0%
龍仙人【鬼手仏心】 (Rank 26)2026/05/073030.0%
mokoha_jean (Rank 22)2026/05/07440100.0%
spiral (Rank 21)2026/05/0731233.3%
わばし (Rank 22)2026/05/0531233.3%
pomeranian&ferret (Rank 23)2026/05/0531233.3%
ほーげつ (Rank 27)2026/05/0552340.0%
[Garnet]agingcurvedAjeossi (Rank 24)2026/05/0553260.0%
我的名字叫顺溜 (Rank 22)2026/05/0521150.0%
MUGENHONDA (Rank 22)2026/05/05220100.0%

Round openings

Every character

guardG9014.8%
backdash into Crescent Heel4K+G8013.2%
backdash325.3%
backdash into backward movement284.6%
backdash into guardG264.3%
Full Spin Heel Kick9K223.6%
Sharpsword44K into Sharpsword Combo44KK183.0%
Crescent Heel4K+G152.5%
guardG into evade down152.5%
backdash into Moonsault9P+K+G142.3%
Round Kick8K+G111.8%
evade down into guardG111.8%
Somersault Kick7K101.6%
guardG into Round Kick8K+G101.6%
guardG into Serpent Toe Kick2P+K101.6%

118 further openings account for the other 216 rounds.

Sarah

Career
736–930 · 44.2%
This season
145 matches · 46.9%
Peak rank
24

First hit in 48.0% of 571 rounds. Won 50.0% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 45.4% of rounds, against 24.3% after anything else.

How is this tested?

guardG8615.0%
backdash into Crescent Heel4K+G8014.0%
backdash315.4%
backdash into backward movement284.9%
backdash into guardG264.5%
Full Spin Heel Kick9K223.8%
Sharpsword44K into Sharpsword Combo44KK183.1%
Crescent Heel4K+G152.6%
backdash into Moonsault9P+K+G142.4%
guardG into evade down142.4%
Round Kick8K+G111.9%
evade down into guardG111.9%
Somersault Kick7K101.8%
guardG into Round Kick8K+G101.8%
guardG into Serpent Toe Kick2P+K101.8%

97 further openings account for the other 187 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky9–17 · 35%1–0 · 100%too few to test
Akira9–7 · 56%6–2 · 75%too few to test
Pai6–3 · 67%2–3 · 40%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?

Brad

Career
18–25 · 41.9%
This season
10 matches · 20.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG411.4%
Turn Savate44K into kickK38.6%
Kao Loy6K+G25.7%
Sawk Klab6P+K25.7%
crouch into Destruction Body3P+K25.7%
up-forward kick+guard9K+G25.7%
Double Knee Solo9K12.9%
Ducking6P+K+G into Sting BlowP+K12.9%
Ga MuayP+K+G12.9%
Middle Spin Kick66K into Ten Kao6K12.9%
Rapid Double JabP+K into Rapid Short UpperP+KP12.9%
Sway Back4P+K+G into BreakdownP+K12.9%
Sway Back4P+K+G into Mighty Knee UpperK12.9%
Sway Back4P+K+G into offensive move12.9%
Turn Savate44K12.9%

11 further openings account for the other 11 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 (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: 1 of 15 tests hold up
  • Brad: not tested (too few rounds)