VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

RecordingCheater

  • Aoi
Career matches4,074
Career win rate43.3%
Round win rate48.8%
Peak rank25
Distinct opponents158
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1376 #2,775 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

Sarah253,8391,6942,14544.1%
Aoi212357116430.2%

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

2,120 of 2,121 rounds counted

4.8 inputs a second (286 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah4.82862,099
Aoi4.828821

By opponent's character

Akira4.8290302
Pai4.6276292
Shun5.0301127
Aoi4.8286134
Brad4.9292133
Vanessa4.7279133
Eileen4.9295121
Sarah4.4266114
Jacky4.9296112
Lion5.0302114
Jean4.6278101
Wolf4.728491
Lau4.627784
Kage4.728376
Goh4.929771
El Blaze4.728033
Dural4.325825
Lei Fei4.225425
Jeffry5.533019
Taka5.533113

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

Akira74304440.5%-9.2
Pai71314043.7%-8.3
Shun34161847.1%+3.5
Aoi33122136.4%-14.9
Brad33191457.6%+14.2
Vanessa32151746.9%-6.7
Eileen30131743.3%+4.0
Sarah30161453.3%+2.7
Jacky29151451.7%+7.1
Lion29151451.7%+6.7
Jean2417770.8%+13.3
Wolf24101441.7%+1.1
Lau2015575.0%+28.6
Kage1971236.8%-13.4
Goh179852.9%-3.3
El Blaze81712.5%-25.4
Dural62433.3%+1.4
Lei Fei65183.3%+25.8
Jeffry41325.0%-16.8
Taka43175.0%+40.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Breakable Half Fence62313150.0%-0.7
Octagon62313150.0%+5.5
Open59223737.3%-8.8
Low Fence56302653.6%+10.9
Breakable Full Fence52282453.9%+1.9
Rectangle52292355.8%+9.7
Full Fence50163432.0%-16.3
Half Fence45281762.2%+9.7
Single Wall45162935.6%-14.5
Full Fence and Open23121152.2%-2.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls32350.5%49.0%+1.4
No walls16042.5%45.7%-3.2

Walls against open: +4.7 points (95% range -4.4 to +13.8), p 0.316 — 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

koiketyan (Rank 26)2026/09/1673442.9%
スレンダーコーン (Rank 26)2026/09/161321115.4%
HayanieMozu (Rank 22)2026/09/1697277.8%
hiper-oji (Rank 24)2026/09/1563350.0%
timyotora (Rank 23)2026/09/1564266.7%
isotopic_tundra5 (Rank 21)2026/09/1586275.0%
potimaru1059 (Rank 22)2026/09/1554180.0%
伍の人 (Rank 32)2026/09/1551420.0%
nanoka-222 (Rank 26)2026/09/1534151944.1%
Jyuryoku_Eileen (Rank 24)2026/09/15116554.5%
委員ちょ (Rank 21)2026/09/14660100.0%
TAIDADA (Rank 26)2026/09/121441028.6%
ぱぱ (Rank 21)2026/09/12117463.6%
isami_133-22 (Rank 27)2026/09/0852340.0%
도룡밖에난몰라/RSA (Rank 24)2026/09/07103730.0%
omuretukun (Rank 23)2026/09/0765183.3%
statham7352 (Rank 24)2026/09/0620101050.0%
XydeL (Rank 27)2026/09/0651420.0%
e-muneyoshii (Rank 26)2026/08/2193633.3%
saruge1205 (Rank 27)2026/08/1883537.5%
gzwiz53 (Rank 27)2026/07/0451420.0%
masabon734 (Rank 26)2026/07/0462433.3%
Might小麥豆漿 (Rank 21)2026/07/031512380.0%
地心引力?不存在的~ (Rank 21)2026/07/0354180.0%
ziend-2525 (Rank 22)2026/07/025050.0%

Round openings

Every character

crouch into Snap Side Chop Double3PP33916.0%
guardG25311.9%
Snap Side Chop3P1456.8%
kickK into High Kick StraightKP673.2%
Rising Elbow6P into Double Joint Butt6PK653.1%
Snap Side Chop3P into Snap Side Chop Double3PP622.9%
punchP into Jab StraightPP582.7%
Rising Elbow6P572.7%
backdash452.1%
Low Spin Kick3K+G442.1%
Snap Side Chop3P into Setup Combination3PK401.9%
Jackknife Kick3K into Jackknife Middle Kick3KK391.8%
Serpent Toe Kick2P+K into Serpent Smash Cannon2P+KK371.7%
backdash into Low Spin Kick3K+G371.7%
crouch into Long Snap Side Chop3P+K371.7%

177 further openings account for the other 798 rounds.

Sarah

Career
1,694–2,145 · 44.1%
This season
522 matches · 47.9%
Peak rank
25

First hit in 59.5% of 2,091 rounds. Won 51.6% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 14.9% of rounds, against 7.5% in their other rounds.
  • Against Akira: evades first in 6.0% of rounds, against 1.8% against everyone else.
  • After opening the round before by attacking: attacks straight away in 56.8% of rounds, against 42.5% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 6.0% of rounds, against 2.3% after anything else.
  • After winning a round: backs off first in 14.7% of rounds, against 7.4% after losing one.
  • When ahead: backs off first in 12.9% of rounds, against 8.1% when level or behind.
  • In round 1: opens with “G guard” in 17.6% of rounds, against 10.1% in their other rounds.
  • Against Sarah: opens with “K kick into KP High Kick Straight” in 12.3% of rounds, against 2.7% against everyone else.
  • After opening the round before with “K kick into KP High Kick Straight”: opens with “K kick into KP High Kick Straight” in 17.3% of rounds, against 2.9% after anything else.
  • After losing a round: opens with “G guard” in 15.1% of rounds, against 5.0% after winning one.
  • When behind: opens with “G guard” in 14.8% of rounds, against 7.0% when ahead or level.

How is this tested?

crouch into Snap Side Chop Double3PP33916.1%
guardG25212.0%
Snap Side Chop3P1456.9%
kickK into High Kick StraightKP673.2%
Rising Elbow6P into Double Joint Butt6PK653.1%
Snap Side Chop3P into Snap Side Chop Double3PP623.0%
punchP into Jab StraightPP582.8%
Rising Elbow6P572.7%
Low Spin Kick3K+G442.1%
backdash442.1%
Snap Side Chop3P into Setup Combination3PK401.9%
Jackknife Kick3K into Jackknife Middle Kick3KK391.9%
Serpent Toe Kick2P+K into Serpent Smash Cannon2P+KK371.8%
backdash into Low Spin Kick3K+G371.8%
crouch into Long Snap Side Chop3P+K371.8%

166 further openings account for the other 779 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira17–28 · 38%12–15 · 44%too few to test
Pai21–25 · 46%10–14 · 42%too few to test
Shun12–13 · 48%4–3 · 57%too few to test
Aoi8–7 · 53%3–10 · 23%too few to test
Brad13–5 · 72%4–4 · 50%too few to test
Vanessa13–14 · 48%0–3 · 0%too few to test
Eileen10–13 · 43%3–4 · 43%too few to test
Sarah10–9 · 53%6–5 · 55%too few to test
Jacky7–6 · 54%5–5 · 50%too few to test
Lion7–2 · 78%6–10 · 38%too few to test
Wolf3–6 · 33%3–6 · 33%too few to test
Jean13–4 · 76%2–1 · 67%too few to test
Lau10–5 · 67%4–0 · 100%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?

Aoi

Career
71–164 · 30.2%
This season
5 matches · 40.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into NirentotsuPP523.8%
NirentotsuPP into Nirentotsu OuchuPPP314.3%
Koromoguruma66P29.5%
Chudan Hiji'ate6P14.8%
Hou'oushu3P14.8%
Hou'oushu3P into forward dash14.8%
Sayo'arashiP+K14.8%
back punch+kick4P+K14.8%
backdash14.8%
crouch into Gedan Shouda2P14.8%
crouch into Kasumigeri2K14.8%
guardG14.8%
guardG into Ryusen3P+K14.8%
punchP14.8%

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 (16 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: 11 of 16 tests hold up
  • Aoi: not tested (too few rounds)