VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

Jason-m0822

  • Jacky
  • Vanessa
  • Brad
  • Pai
Career matches8,244
Career win rate50.2%
Round win rate49.9%
Peak rank37
Distinct opponents123
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1543 #1,722 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

Sarah375,7422,9082,83450.6%
Pai2793142250945.3%
Brad2792848544352.3%
Jacky2539619919750.2%
Vanessa2524712112649.0%

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

803 of 1,291 rounds counted

7.8 inputs a second (467 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.9473510
Jacky7.8468140
Vanessa7.5448106
Brad7.545243
Pai6.43874

By opponent's character

Akira7.9472149
Wolf7.7462132
Aoi7.947266
Lau7.746255
Jean7.947543
Jacky8.048052
Lion7.947642
El Blaze7.947233
Kage7.645843
Jeffry7.645834
Goh7.846832
Pai7.545239
Brad8.148817
Shun7.84708
Sarah7.343920
Vanessa8.04785
Dural8.04809
Eileen7.44468
Lei Fei7.24308
Taka7.84658

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

Akira44232152.3%-1.2
Wolf44232152.3%+7.5
Aoi30131743.3%-15.7
Lau30111936.7%-7.0
Jean25111444.0%-5.5
Jacky23121152.2%+1.6
Lion2191242.9%-1.4
El Blaze1712570.6%+25.5
Kage168850.0%-0.7
Jeffry146842.9%-2.3
Goh136746.1%-8.8
Pai138561.5%+10.8
Brad73442.9%-11.3
Shun74357.1%+9.5
Sarah52340.0%+1.0
Vanessa51420.0%-25.4
Dural21150.0%+9.7
Eileen220100.0%+30.9
Lei Fei220100.0%+41.7
Taka220100.0%+38.2

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Low Fence44212347.7%-2.8
Breakable Full Fence41221953.7%+7.6
Full Fence36181850.0%+3.5
Breakable Half Fence34161847.1%-8.1
Open31121938.7%-12.1
Single Wall26121446.1%-2.3
Rectangle25111444.0%-8.1
Octagon23131056.5%+7.3
Half Fence2216672.7%+23.4
Full Fence and Open2081240.0%-6.5

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18153.0%49.8%+3.2
No walls10144.6%49.5%-5.0

Walls against open: +8.2 points (95% range -4.4 to +20.8), p 0.202 — 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

yasai (Rank 24)2026/10/13440100.0%
∞オロチ丸∞ (Rank 27)2026/10/1362433.3%
ゅろぽ (Rank 26)2026/10/1342250.0%
B.S.R-JP (Rank 29)2026/10/1353260.0%
LEO (Rank 34)2026/07/141711664.7%
さいたま梅澤/T.Umezawa (Rank 30)2026/06/147070.0%
いつもの奴 (Rank 28)2026/06/1442250.0%
F (Rank 23)2026/06/0752340.0%
フルメタル (Rank 28)2026/06/0753260.0%
☆瞳氷☆ (Rank 22)2026/06/0765183.3%
伍の人 (Rank 30)2026/06/0543175.0%
ぬっき~@ ☆狼☆ (Rank 33)2026/06/0553260.0%
MikuMartineau (Rank 31)2026/06/0362433.3%
へっぽこラウ (Rank 35)2026/05/2593633.3%
nanami.madogiwa (Rank 34)2026/05/2584450.0%
太鼓の別人/TaikoStrike (Rank 30)2026/05/2484450.0%
らうらう (Rank 35)2026/05/2442250.0%
Light (Rank 32)2026/05/2443175.0%
yamaneko (Rank 33)2026/05/23115645.5%
ekd (Rank 31)2026/05/1852340.0%
しゆう@1974 (Rank 35)2026/05/1172528.6%
テクノモデル (Rank 35)2026/05/1153260.0%
くろね@のびしろF (Rank 34)2026/05/1074357.1%
ジークリオン (Rank 35)2026/05/105050.0%
onigiryy_14 (Rank 34)2026/05/0441325.0%

Round openings

Every character

backdash into Full Spin Heel Kick9K655.5%
Back Knuckle Turn44P into Hide Side Kick (Deflect)P+K554.6%
Rising Elbow6P into Double Joint Butt6PK484.0%
Rising Elbow6P into Elbow Side Chop6PP433.6%
backdash into Sharpsword Combo44KK433.6%
Back Knuckle Turn44P into crouch413.5%
Back Knuckle Turn44P into Switch Kick4K393.3%
backdash into Switch Kick4K383.2%
backdash into Back Knuckle Turn44P363.0%
Stiletto66K322.7%
Sharpsword44K into Sharpsword Combo44KK272.3%
Rising Elbow6P262.2%
backdash into Crescent Heel4K+G242.0%
Quick Knee6K into Quick Knee and Toe Kick6KK221.9%
backdash into evade down211.8%

213 further openings account for the other 626 rounds.

Counted from 296 of the 322 matches played. The rest were not pulled for openings.

Sarah

Career
2,908–2,834 · 50.6%
This season
249 matches · 47.0%
Peak rank
37

First hit in 58.9% of 986 rounds. Won 51.1% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 59.1% of rounds, against 35.5% in their other rounds.
  • Against El Blaze: waits first in 10.0% of rounds, against 3.0% against everyone else.
  • On Low Fence stages: attacks straight away in 64.5% of rounds, against 50.8% on the other stages.
  • After opening the round before by backing off: backs off first in 42.2% of rounds, against 30.3% after anything else.
  • After winning a round: attacks straight away in 71.2% of rounds, against 50.5% after losing one.
  • When ahead: attacks straight away in 69.8% of rounds, against 54.8% when level or behind.
  • In round 1: opens with “backdash into 44KK Sharpsword Combo” in 7.7% of rounds, against 3.2% in their other rounds.
  • On Low Fence stages: opens with “44P Back Knuckle Turn into P+K Hide Side Kick (Deflect)” in 10.5% of rounds, against 4.7% on the other stages.
  • After winning a round: opens with “6P Rising Elbow into 6PK Double Joint Butt” in 8.8% of rounds, against 3.2% after losing one.
  • When ahead: opens with “6P Rising Elbow into 6PK Double Joint Butt” in 10.7% of rounds, against 2.7% when level or behind.

How is this tested?

backdash into Full Spin Heel Kick9K656.6%
Back Knuckle Turn44P into Hide Side Kick (Deflect)P+K555.5%
Rising Elbow6P into Double Joint Butt6PK484.8%
Rising Elbow6P into Elbow Side Chop6PP434.3%
backdash into Sharpsword Combo44KK434.3%
Back Knuckle Turn44P into crouch414.1%
Back Knuckle Turn44P into Switch Kick4K393.9%
backdash into Switch Kick4K383.8%
backdash into Back Knuckle Turn44P363.6%
Stiletto66K323.2%
Sharpsword44K into Sharpsword Combo44KK272.7%
Rising Elbow6P262.6%
backdash into Crescent Heel4K+G242.4%
Quick Knee6K into Quick Knee and Toe Kick6KK222.2%
Quick Knee6K171.7%

127 further openings account for the other 435 rounds.

Counted from 247 of the 249 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–9 · 47%7–4 · 64%too few to test
Lau6–8 · 43%4–8 · 33%too few to test
Jean9–9 · 50%0–4 · 0%too few to test
Wolf6–5 · 55%4–4 · 50%too few to test
Aoi5–11 · 31%2–3 · 40%too few to test
Jacky7–3 · 70%3–3 · 50%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.

2 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jacky

Career
199–197 · 50.2%
This season
35 matches · 57.1%
Peak rank
25

First hit in 47.9% of 140 rounds. Won 55.2% of the rounds they struck first, 52.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G1410.0%
Dash Hammer Kick66K107.1%
Middle Smash6P into Middle Smash Sword6PK96.4%
Low Spin Kick1K+G85.7%
backdash into Low Spin Kick1K+G75.0%
Groin Kick6K+G64.3%
backward movement into Groin Kick6K+G64.3%
backdash into Slant Back Knuckle1P42.9%
backdash into Step-in Middle Kick66K+G42.9%
Head Hook Kick3K+G into guardG32.1%
backdash into Long Stride Back Knuckle4P+K32.1%
backdash into Middle Spin Kick46K+G32.1%
backdash into evade down32.1%
forward movement into kickK32.1%
Middle Smash6P21.4%

45 further openings account for the other 55 rounds.

Brad

Career
485–443 · 52.3%
This season
11 matches · 72.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K613.9%
punchP into evade up49.3%
Sawk Klab6P+K37.0%
backdash into evade up37.0%
Jolt Upper3P into Jolt Upper~Spin Kick3PK24.7%
Sharp Shoot1P24.7%
Jab StraightPP into Combination LowPPK12.3%
Jaguar Tail2K+G12.3%
Middle Kick3K into guardG12.3%
Spine Whip4P into Lumpini Combination4PK12.3%
Ten Kao6K12.3%
Ten Kao6K into guardG12.3%
backdash into Destruction Body3P+K12.3%
backdash into Dtee Sawk Lang3P+KP12.3%
backdash into Jab StraightPP12.3%

14 further openings account for the other 14 rounds.

Vanessa

Career
121–126 · 49.0%
This season
26 matches · 53.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Cut-in Knee Kick112.5%
Defensive Style: Cut-in Knee Kick into Jab~BodyPP112.5%
Defensive Style: Grand Spike112.5%
Defensive Style: Low Spin Slicer112.5%
Defensive Style: Shadow Slicer112.5%
Offensive Style: Body Blow into Body Blow Knee6PK112.5%
Offensive Style: backdash into Knee Kick~Kick6KK112.5%
Offensive Style: forward dash into Hunting Kick66KK112.5%

Counted from 2 of the 26 matches played. The rest were not pulled for openings.

Pai

Career
422–509 · 45.3%
This season
1 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchutai3K into guardG125.0%
Shi'en Settai2K+G125.0%
backdash into Touku Kouhaikyaku44KK125.0%
guardG into Danshitsu6K125.0%

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 (15 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: 10 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Pai: not tested (too few rounds)