VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

YesShifuStan

  • Akira
  • Lau
  • Brad
  • Aoi
  • Jeffry
Career matches3,094
Career win rate53.3%
Round win rate47.5%
Peak rank30
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1537 #1,767 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

Sarah—1,17061855252.8%
Akira3094852442455.3%
Lau2743423020453.0%
Brad2330313716645.2%
Jeffry252091218857.9%
Aoi2230181260.0%

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

996 of 1,414 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.4387563
Lau6.0360236
Brad5.734428
Aoi6.538990
Jeffry6.036279

By opponent's character

Shun6.2373230
Akira6.1364146
Aoi6.438671
Jean6.338189
Pai6.337976
Brad6.136764
Jacky6.438230
Sarah6.639527
Vanessa6.639764
Lion6.538736
Wolf6.237423
Jeffry6.740236
Kage5.835029
Goh6.639524
El Blaze6.237020
Taka7.44449
Lei Fei6.43814
Dural6.53906
Lau6.33808
Eileen5.53284

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

Shun67343350.8%+9.3
Akira55173830.9%-2.0
Aoi33191457.6%+1.8
Jean31201164.5%+9.3
Pai21101147.6%+8.3
Brad1711664.7%+0.1
Jacky1661037.5%-3.1
Sarah167943.8%-10.0
Vanessa1651131.2%-12.0
Lion138561.5%+12.0
Wolf1321115.4%-11.1
Jeffry123925.0%-28.0
Kage113827.3%-17.1
Goh96366.7%+18.5
El Blaze73442.9%-16.6
Taka74357.1%-13.8
Lei Fei330100.0%+22.5
Dural2020.0%-14.8
Lau220100.0%+28.7
Eileen1010.0%-60.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Half Fence59223737.3%-12.6
Breakable Full Fence37152240.5%-8.1
Open37132435.1%-8.5
Low Fence36241266.7%+18.9
Breakable Half Fence32171553.1%-2.3
Octagon30102033.3%-1.0
Full Fence29131644.8%+0.8
Single Wall28161257.1%+15.5
Rectangle2415962.5%+17.1
Full Fence and Open1971236.8%-5.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21143.6%46.3%-2.7
No walls10152.5%45.3%+7.2

Walls against open: -9.9 points (95% range -22.2 to +2.4), p 0.113 — 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

JojoRider (Rank 22)2026/10/1863350.0%
KidCloyster (Rank 24)2026/10/18116554.5%
Crashing_Blow2003 (Rank 32)2026/09/271541126.7%
Noggy (Rank 26)2026/09/1596366.7%
n.fang (Rank 38)2026/09/14102820.0%
DanHalen (Rank 29)2026/09/042015575.0%
Blargh (Rank 27)2026/08/2564266.7%
suna19 (Rank 30)2026/08/2163350.0%
rich.tapestry (Rank 30)2026/08/2164266.7%
Mary (Rank 22)2026/08/2110100100.0%
seedash (Rank 33)2026/08/186060.0%
GoldenBoko (Rank 29)2026/08/1832131940.6%
UsernameFound (Rank 29)2026/08/1791811.1%
BLACKSTAR (Rank 36)2026/08/1793633.3%
Zxo (Rank 25)2026/06/041712570.6%
ChiefRocka (Rank 30)2026/05/2562433.3%
{SINS}_yoyo*TPH* (Rank 24)2026/05/2564266.7%
Kingbison (Rank 26)2026/05/2482625.0%
The8thOne (Rank 23)2026/05/2483537.5%
leefung._ (Rank 29)2026/05/1773442.9%
RADICAL_TOM (Rank 21)2026/05/1754180.0%
DFAxCalamity (Rank 35)2026/05/1391811.1%
KrsJin (Rank 32)2026/05/1091811.1%
TomSavage (Rank 26)2026/04/2252340.0%
Amerex_85 (Rank 21)2026/04/0985362.5%

Round openings

Every character

forward movement into punchP876.6%
Rimon Chouchu66P634.8%
backward movement into evade up523.9%
forward dash into forward movement453.4%
backdash into evade up423.2%
punchP into kickK241.8%
evade up into backdash231.7%
forward dash into guardG211.6%
down-back kick1K into guardG191.4%
Kosoushou46P171.3%
Jouho Senshou46P161.2%
backdash into backward movement141.1%
down-back kick1K120.9%
Satei3K+G into Goko Shutsudou3K+GP110.8%
Fukko Kensou1P100.8%

422 further openings account for the other 868 rounds.

Akira

Career
524–424 · 55.3%
This season
171 matches · 52.6%
Peak rank
30

First hit in 48.2% of 680 rounds. Won 49.7% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 11.7% of rounds, against 4.3% in their other rounds.
  • After opening the round before by moving in: moves in first in 35.8% of rounds, against 16.6% after anything else.

How is this tested?

Rimon Chouchu66P639.2%
forward movement into punchP436.3%
backward movement into evade up274.0%
backdash into evade up253.7%
down-back kick1K into guardG192.8%
forward dash into forward movement172.5%
Jouho Senshou46P162.4%
evade up into backdash142.0%
down-back kick1K121.8%
Satei3K+G into Goko Shutsudou3K+GP111.6%
backdash into Jouho Senshou46P101.5%
backdash into backward movement101.5%
crouch dash back into Jouho Senshou46P101.5%
Jouho Touken6P91.3%
backdash into Chouzan Housui46P+K91.3%

179 further openings account for the other 387 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun18–18 · 50%13–8 · 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.

How is this tested?

Lau

Career
230–204 · 53.0%
This season
118 matches · 39.0%
Peak rank
27

First hit in 42.4% of 476 rounds. Won 44.5% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 18.6% of rounds, against 3.3% in their other rounds.
  • In round 2: opens with “forward dash into forward movement” in 8.5% of rounds, against 2.8% in their other rounds.

How is this tested?

forward movement into punchP336.9%
forward dash into forward movement204.2%
Kosoushou46P173.6%
backward movement into evade up173.6%
punchP into kickK173.6%
forward dash into guardG132.7%
Fukko Kensou1P102.1%
backdash into Sako Soushou4P+K91.9%
backdash into evade up91.9%
Kensou4P81.7%
Chouhi Teishitsu66K71.5%
evade up into backdash71.5%
Ko'en Senshi66K+G61.3%
guardG into evade down61.3%
kickK61.3%

179 further openings account for the other 292 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–18 · 18%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
137–166 · 45.2%
This season
22 matches · 18.2%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sawk Klab6P+K910.5%
backdash into evade up67.0%
backward movement into evade up67.0%
forward movement into punchP67.0%
punchP into kickK44.7%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK22.3%
Jolt Upper3P into Jolt Double Shot3PP+K22.3%
Rapid Short UpperP+KP into Rapid CombinationP+KPP22.3%
backdash into Jackal Straight46P+K22.3%
backdash into Ten Kao~Sawk Kun6KP22.3%
backward movement into Jackal Straight46P+K22.3%
backward movement into Sawk Klab6P+K22.3%
evade up into backdash22.3%
Dtee Sawk Dtrohng4P+K11.2%
Elbow Hook6P11.2%

37 further openings account for the other 37 rounds.

Jeffry

Career
121–88 · 57.9%
This season
20 matches · 60.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into forward movement810.1%
forward movement into punchP56.3%
forward dash into throw escape45.1%
backdash into Kenka Hook46P33.8%
guardG into throw escape33.8%
backdash into Body CrushP+K22.5%
backdash into Double Hammer Down43P22.5%
backdash into Head Attack46P+K22.5%
backdash into Megaton Knuckle43P+K22.5%
backdash into evade up22.5%
backward movement into evade up22.5%
backward movement into throw escape22.5%
forward dash into guardG22.5%
guardG into evade up22.5%
Body CrushP+K11.3%

37 further openings account for the other 37 rounds.

Not counted here: Aoi. Their matches 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 (25 here; about 1.2 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

  • Akira: 2 of 13 tests hold up
  • Lau: 2 of 12 tests hold up
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)