VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

まっくすさら

  • Lei Fei
Career matches519
Career win rate65.1%
Round win rate55.0%
Peak rank35
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1668 #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

Sarah3551833818065.2%
Lei Fei211010.0%

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

558 of 558 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.2434555
Lei Fei6.23693

By opponent's character

Akira7.1427118
Lau7.745962
Kage7.142446
Jacky7.243443
Pai7.243145
Sarah6.840839
Wolf7.243138
Aoi7.343830
Jean7.343735
Jeffry7.444429
Brad6.941422
Lion7.947619
Lei Fei7.645713
El Blaze6.74037
Vanessa6.94147
Goh7.14265

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

Akira30171356.7%-3.2
Lau158753.3%+7.8
Kage125741.7%-23.8
Jacky117463.6%+8.4
Pai116554.5%-6.1
Sarah990100.0%+40.2
Wolf97277.8%+16.7
Aoi84450.0%-8.3
Jean84450.0%-11.0
Jeffry75271.4%+9.2
Brad51420.0%-38.0
Lion41325.0%-26.5
Lei Fei32166.7%+6.3
El Blaze220100.0%+29.2
Vanessa220100.0%+39.5
Goh1010.0%-56.6

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

Octagon2491537.5%-23.1
Full Fence159660.0%+3.6
Half Fence1410471.4%+16.4
Rectangle148657.1%-2.3
Breakable Full Fence137653.9%-5.7
Low Fence128466.7%+5.1
Single Wall117463.6%+0.3
Breakable Half Fence108280.0%+14.4
Full Fence and Open106460.0%+2.4
Open83537.5%-12.8

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
Walls9056.7%58.5%-1.8
No walls3158.1%59.3%-1.2

Walls against open: -0.6 points (95% range -20.9 to +19.7), p 0.951 — 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

漂泊の民回線ジプシー (Rank 36)2026/10/1832166.7%
鳩男 (Rank 32)2026/10/17550100.0%
ゼータ(MSZ-006) (Rank 35)2026/10/16220100.0%
マクシミリアン15世 (Rank 31)2026/10/1654180.0%
ざわまる☆ (Rank 34)2026/10/1531233.3%
ヘニオ (Rank 35)2026/10/1563350.0%
エリオ (Rank 31)2026/10/1562433.3%
gnarapum (Rank 29)2026/10/1532166.7%
jihyo (Rank 35)2026/10/15440100.0%
クロサギ@はなちゃん (Rank 32)2026/10/1554180.0%
ぬっき~@ (Rank 36)2026/10/1541325.0%
こまがわ (Rank 39)2026/10/1531233.3%
MASTER-J (Rank 30)2026/10/1542250.0%
aona (Rank 34)2026/10/1432166.7%
えびもち (Rank 31)2026/10/1432166.7%
白髪多め (Rank 31)2026/10/1331233.3%
ちょいそる (Rank 32)2026/10/1351420.0%
HIROCHILL (Rank 29)2026/10/1263350.0%
でかつよ様☆ハンター (Rank 34)2026/10/1221150.0%
神無月夏美Vtuber (Rank 27)2026/10/12330100.0%
candygaly11 (Rank 33)2026/10/1241325.0%
たけぞう (Rank 32)2026/10/1232166.7%
orz (Rank 29)2026/10/1232166.7%
gans.sk602 (Rank 31)2026/10/1231233.3%
basic (Rank 31)2026/10/1232166.7%

Round openings

Every character

Hide Side Kick (Deflect)P+K714.0%
Sharpsword44K into Sharpsword Combo44KK510.0%
Round Kick8K+G48.0%
backdash into Crescent Heel4K+G24.0%
backdash into evade up24.0%
crouch into Squat Straight2P24.0%
throwP+G24.0%
Back Knuckle Turn44P12.0%
Back Knuckle Turn44P into crouch12.0%
Back Knuckle Turn44P into evade down12.0%
Leg Slicer2K+G12.0%
Leg Slicer2K+G into crouch12.0%
Sharpsword44K into backdash12.0%
Squat Straight2P12.0%
Tenshi Ryusentai6K+G12.0%

18 further openings account for the other 18 rounds.

Counted from 13 of the 137 matches played. The rest were not pulled for openings.

Sarah

Career
338–180 · 65.2%
This season
136 matches · 58.8%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K714.9%
Sharpsword44K into Sharpsword Combo44KK510.6%
Round Kick8K+G48.5%
backdash into Crescent Heel4K+G24.3%
backdash into evade up24.3%
crouch into Squat Straight2P24.3%
throwP+G24.3%
Back Knuckle Turn44P12.1%
Back Knuckle Turn44P into crouch12.1%
Back Knuckle Turn44P into evade down12.1%
Leg Slicer2K+G12.1%
Leg Slicer2K+G into crouch12.1%
Sharpsword44K into backdash12.1%
Squat Straight2P12.1%
Wind Knuckle6P+KP into Storm Combination6P+KPK12.1%

15 further openings account for the other 15 rounds.

Counted from 12 of the 136 matches played. The rest were not pulled for openings.

Lei Fei

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenshi Ryusentai6K+G133.3%
evade up133.3%
up-forward punch+kick+guard9P+K+G into Rigoutai6K133.3%

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)
  • Lei Fei: not tested (too few rounds)