VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

りんごはむ@YouTube

  • Brad
  • Akira
Career matches1,179
Career win rate50.3%
Round win rate49.5%
Peak rank28
Distinct opponents50
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1466 #2,229 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

Sarah2874738036750.9%
Brad2439019619450.3%
Akira2142172540.5%

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

283 of 370 rounds counted

6.6 inputs a second (396 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.5393222
Brad6.739955
Akira8.24906

By opponent's character

Akira6.639552
Jeffry7.142527
El Blaze6.639534
Sarah6.337722
Wolf6.841120
Lion7.04193
Jacky6.941219
Pai6.036119
Shun6.740220
Jean6.538819
Kage6.538913
Lau6.639712
Brad6.338012
Aoi6.63974
Taka6.84064
Eileen7.34393

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

Akira21101147.6%+2.9
Jeffry93633.3%-13.9
El Blaze85362.5%+17.7
Sarah86275.0%+14.6
Wolf75271.4%+25.8
Lion64266.7%+12.9
Jacky5050.0%-44.7
Pai53260.0%+15.2
Shun52340.0%-6.2
Jean41325.0%-36.9
Kage43175.0%+23.3
Lau41325.0%-12.7
Brad3030.0%-57.1
Aoi2020.0%-60.9
Taka220100.0%+55.0
Eileen110100.0%+37.2

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

Breakable Full Fence148657.1%+0.6
Single Wall125741.7%-4.3
Half Fence116554.5%+1.4
Octagon115645.5%-2.5
Breakable Half Fence106460.0%+6.7
Full Fence94544.4%+7.6
Low Fence84450.0%+6.7
Open83537.5%-2.3
Rectangle63350.0%-10.3
Full Fence and Open220100.0%+48.5

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
Walls6152.5%51.5%+1.0
No walls2842.9%43.3%-0.5

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

子供の頃の貴乃花 (Rank 31)2026/08/172020.0%
我叫山雞,雞巴的雞 (Rank 27)2026/07/2631233.3%
44884 (Rank 29)2026/07/2621150.0%
HEDO/ (Rank 28)2026/07/262020.0%
CELIS (Rank 28)2026/07/0596366.7%
igyoken55 (Rank 28)2026/07/052020.0%
wooo-2309 (Rank 26)2026/07/0531233.3%
jiruju_sara (Rank 28)2026/07/052020.0%
いそじぇい (Rank 26)2026/07/052020.0%
HaseMasa (Rank 24)2026/07/0332166.7%
ma.ya2013 (Rank 24)2026/07/03220100.0%
たけし (Rank 27)2026/07/0321150.0%
cokeshi (Rank 29)2026/07/0253260.0%
あぽろん (Rank 30)2026/07/0231233.3%
spacejamplus (Rank 27)2026/06/2932166.7%
nyu_necoginjo (Rank 27)2026/06/29220100.0%
fenghs (Rank 25)2026/06/2921150.0%
雷電 (Rank 27)2026/06/292020.0%
なっちゃんねる (Rank 25)2026/06/2921150.0%
sajitaria0114 (Rank 24)2026/06/2621150.0%
Multipla (Rank 24)2026/05/1632166.7%
ma_hime1007 (Rank 30)2026/04/202020.0%
sharp_0303 (Rank 28)2026/04/202020.0%
rauscarlet (Rank 27)2026/04/20220100.0%
He-elStop (Rank 24)2026/04/1521150.0%

Round openings

Every character

punchP205.4%
crouch dash forward into guardG195.1%
backdash into Stiletto66K174.6%
Hide Side Kick (Deflect)P+K164.3%
Long Snap Side Chop3P+K154.0%
Snap Side Chop3P into Setup Combination3PK133.5%
crouch dash forward into Long Snap Side Chop3P+K92.4%
crouch into Snap Side Chop Double3PP82.2%
guardG82.2%
kickK into punchP82.2%
punchP into Punch High KickPK82.2%
backdash into guardG61.6%
backdash51.4%
backdash into Serpent Toe Kick2P+K51.4%
crouch dash back into Serpent Toe Kick2P+K51.4%

141 further openings account for the other 208 rounds.

Sarah

Career
380–367 · 50.9%
This season
76 matches · 51.3%
Peak rank
28

First hit in 52.4% of 288 rounds. Won 58.9% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stiletto66K175.7%
Hide Side Kick (Deflect)P+K165.4%
Long Snap Side Chop3P+K155.1%
Snap Side Chop3P into Setup Combination3PK134.4%
crouch dash forward into guardG124.0%
punchP124.0%
crouch dash forward into Long Snap Side Chop3P+K93.0%
crouch into Snap Side Chop Double3PP82.7%
punchP into Punch High KickPK82.7%
kickK into punchP72.4%
guardG62.0%
backdash51.7%
backdash into Serpent Toe Kick2P+K51.7%
crouch dash back into Serpent Toe Kick2P+K51.7%
crouch dash forward into Setup Combination3PK51.7%

101 further openings account for the other 153 rounds.

Brad

Career
196–194 · 50.3%
This season
16 matches · 43.8%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP811.8%
crouch dash forward into guardG68.8%
Jolt Upper3P into Jolt Upper~Spin Kick3PK34.4%
Spine Whip4P into Lumpini Combination4PK34.4%
Sway Back4P+K+G into Mighty Knee UpperK34.4%
backdash into Pap Sawk Kao46K+G34.4%
backdash into guardG22.9%
crouch dash forward into Jolt Upper3P22.9%
crouch dash forward into Jolt Upper~Spin Kick3PK22.9%
crouch dash forward into Stop Kick4K22.9%
guardG22.9%
Dtee Sawk Dtrohng4P+K11.5%
Ducking6P+K+G into Sting BlowP+K11.5%
Jolt Upper3P into Dtee Sawk Combination3PP11.5%
Kao Loy6K+G11.5%

28 further openings account for the other 28 rounds.

Akira

Career
17–25 · 40.5%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into evade down116.7%
backdash into Koboku214P116.7%
crouch dash forward into Jouho Touken6P116.7%
crouch dash forward into Souka Housui3P+K116.7%
crouch dash forward into guardG116.7%
crouch into Housui2P116.7%

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)
  • Brad: not tested (too few rounds)
  • Akira: not tested (too few rounds)