VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

kagiana007

  • Akira
Career matches220
Career win rate56.4%
Round win rate55.6%
Peak rank24
Distinct opponents22
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1230 Not ranked yet: the list needs 50 matches. See 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

Sarah242131219256.8%
Akira1673442.9%

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

151 of 151 rounds counted

6.7 inputs a second (403 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.7404141
Akira6.539010

By opponent's character

Akira6.740044
Kage6.639725
Aoi7.243117
Shun6.941616
Eileen6.840711
Brad6.43867
Lau6.43858
Lei Fei6.53938
Lion7.44468
Dural6.03583
Jean6.13694

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

Akira106460.0%+20.5
Kage76185.7%+7.8
Aoi53260.0%+9.5
Shun41325.0%-23.0
Eileen330100.0%+48.9
Brad2020.0%-62.5
Lau21150.0%-11.1
Lei Fei220100.0%+21.6
Lion2020.0%-45.0
Dural1010.0%-73.8
Jean1010.0%-36.5

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

Half Fence75271.4%+17.3
Rectangle62433.3%-17.2
Breakable Half Fence550100.0%+40.9
Full Fence54180.0%+5.7
Octagon41325.0%-24.9
Open41325.0%-25.2
Full Fence and Open220100.0%+56.3
Low Fence2020.0%-66.2
Breakable Full Fence110100.0%+66.1
Single Wall1010.0%-68.0

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
Walls2864.3%57.5%+6.8
No walls714.3%54.6%-40.3

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

go.rosei.ken (Rank 4)43175.0%
天道酬勤 (Rank 21)43175.0%
あなたのかみさま (Rank 23)31233.3%
GWO (Rank 22)2020.0%
NEKOz (Rank 25)2020.0%
chimichama (Rank 21)220100.0%
dnid45 (Rank 8)220100.0%
ibarahime (Rank 11)220100.0%
minato (Rank 21)220100.0%
osAnKIRA (Rank 21)21150.0%
せいねん (Rank 13)2020.0%
ハミィ(DQ10の使者) (Rank 26)220100.0%
Crovansgete (Rank 21)1010.0%
Crow (Rank 1)110100.0%
Leejang (Rank 27)1010.0%
MAXマンピー (Rank 16)110100.0%
masami.mac (Rank 26)1010.0%
かっち (Rank 21)110100.0%
コデリン03 (Rank 24)1010.0%
委員ちょ (Rank 21)110100.0%
時宣院日要 (Rank 21)1010.0%
金子です (Rank 30)1010.0%

Most played opponents, most recent first

コデリン03 (Rank 24)2026/10/151010.0%
ハミィ(DQ10の使者) (Rank 26)2026/10/12220100.0%
chimichama (Rank 21)2026/10/10220100.0%
osAnKIRA (Rank 21)2026/10/1021150.0%
Crovansgete (Rank 21)2026/10/101010.0%
masami.mac (Rank 26)2026/09/151010.0%
NEKOz (Rank 25)2026/09/152020.0%
Leejang (Rank 27)2026/09/151010.0%
せいねん (Rank 13)2026/09/152020.0%
MAXマンピー (Rank 16)2026/09/15110100.0%
時宣院日要 (Rank 21)2026/09/141010.0%
かっち (Rank 21)2026/09/14110100.0%
minato (Rank 21)2026/09/13220100.0%
あなたのかみさま (Rank 23)2026/09/1331233.3%
委員ちょ (Rank 21)2026/09/09110100.0%
ibarahime (Rank 11)2026/08/30220100.0%
dnid45 (Rank 8)2026/08/30220100.0%
天道酬勤 (Rank 21)2026/08/3043175.0%
GWO (Rank 22)2026/08/302020.0%
go.rosei.ken (Rank 4)2026/08/3043175.0%
金子です (Rank 30)2026/08/301010.0%
Crow (Rank 1)2026/08/19110100.0%

Round openings

Every character

Hide Side Kick (Deflect)P+K2722.3%
backdash into Crescent Heel4K+G2722.3%
Leg Slicer2K+G108.3%
punchP into Punch High KickPK86.6%
Long Snap Side Chop3P+K65.0%
Round Kick8K+G54.1%
Quick Knee6K into Quick Knee and Toe Kick6KK32.5%
Rimon Chouchu66P32.5%
Stiletto66K32.5%
Jouho Senshou46P into forward movement21.6%
Rising Elbow6P into Elbow Side Chop6PP21.6%
forward movement into punchP21.6%
guardG into Crescent Heel4K+G21.6%
Back Spin KickK+G10.8%
Chouzan Housui46P+K10.8%

19 further openings account for the other 19 rounds.

Counted from 31 of the 39 matches played. The rest were not pulled for openings.

Sarah

Career
121–92 · 56.8%
This season
36 matches · 58.3%
Peak rank
24

First hit in 46.9% of 111 rounds. Won 57.7% of the rounds they struck first, 55.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K2724.3%
backdash into Crescent Heel4K+G2724.3%
Leg Slicer2K+G109.0%
punchP into Punch High KickPK87.2%
Long Snap Side Chop3P+K65.4%
Round Kick8K+G54.5%
Quick Knee6K into Quick Knee and Toe Kick6KK32.7%
Stiletto66K32.7%
Rising Elbow6P into Elbow Side Chop6PP21.8%
forward movement into punchP21.8%
guardG into Crescent Heel4K+G21.8%
Back Spin KickK+G10.9%
Jackknife Kick3K into Jackknife Middle Kick3KK10.9%
Leg Slicer2K+G into Back Spin KickK+G10.9%
Quick Knee6K into Quick Knee Straight6KP10.9%

12 further openings account for the other 12 rounds.

Counted from 28 of the 36 matches played. The rest were not pulled for openings.

Akira

Career
3–4 · 42.9%
This season
3 matches · 33.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P330.0%
Jouho Senshou46P into forward movement220.0%
Chouzan Housui46P+K110.0%
Jouho Senshou46P into forward dash110.0%
forward dash into Jouho Touken6P110.0%
forward dash into Rimon Chouchu66P110.0%
forward punch+kick6P+K110.0%

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)
  • Akira: not tested (too few rounds)