VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

Esnz-

  • Jacky
Career matches131
Career win rate64.1%
Round win rate37.0%
Peak rank21
Distinct opponents5
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1370 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

Sarah21125834266.4%
Jacky1661516.7%

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

54 of 54 rounds counted

9.2 inputs a second (554 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Sarah9.959727
Jacky8.751927

By opponent's character

Sarah8.752018
Jeffry9.456513
Taka10.26118
Aoi8.65169
Goh10.86506

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

Sarah51420.0%+16.4
Jeffry32166.7%+38.0
Taka31233.3%+18.4
Aoi2020.0%-54.6
Goh2020.0%-55.1

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 Fence51420.0%+7.8
Full Fence31233.3%+30.4
Rectangle32166.7%+38.0
Breakable Half Fence2020.0%-55.1
Octagon2020.0%-54.6

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
Walls1526.7%26.7%+0.0

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

DatDemo (Rank 26)51420.0%
A.o.G (Rank 24)31233.3%
Roadkill93 (Rank 17)32166.7%
Nira (Rank 12)2020.0%
Welkryu (Rank 14)2020.0%

Most played opponents, most recent first

DatDemo (Rank 26)2026/07/2951420.0%
Nira (Rank 12)2026/07/292020.0%
Welkryu (Rank 14)2026/07/212020.0%
A.o.G (Rank 24)2026/07/2131233.3%
Roadkill93 (Rank 17)2026/07/2032166.7%

Round openings

Every character

backdash into evade down1425.9%
Breeze Shot6P+K into Wind Knuckle6P+KP611.1%
Hide Side Kick (Deflect)P+K47.4%
backdash into guardG35.6%
evade down into backdash35.6%
Quick Knee6K into Quick Knee and Toe Kick6KK23.7%
backdash23.7%
backdash into Standing Knee Kick4K23.7%
crouch into Low Kick2K23.7%
Jab StraightPP into Flash Piston PunchPPP11.9%
Middle Smash6P11.9%
Queen Bee Needle66K+G11.9%
Somersault Kick7K11.9%
Spinning Kick Turn44K into punchP11.9%
Step-in Middle Kick66K+G11.9%

10 further openings account for the other 10 rounds.

Jacky

Career
1–5 · 16.7%
This season
7 matches · 14.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down933.3%
backdash into guardG311.1%
evade down into backdash311.1%
backdash into Standing Knee Kick4K27.4%
Middle Smash6P13.7%
Spinning Kick Turn44K into punchP13.7%
Step-in Middle Kick66K+G13.7%
Trial KnuckleKPP into Spinning Back FistKPPP13.7%
backdash13.7%
backdash into Lightning Kick 12K+G13.7%
backdash into Squat Straight2P13.7%
crouch into Smash Low Kick2K13.7%
evade up into backdash13.7%
forward dash into guardG13.7%

Sarah

Career
83–42 · 66.4%
This season
8 matches · 37.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Breeze Shot6P+K into Wind Knuckle6P+KP622.2%
backdash into evade down518.5%
Hide Side Kick (Deflect)P+K414.8%
Quick Knee6K into Quick Knee and Toe Kick6KK27.4%
crouch into Low Kick2K27.4%
Jab StraightPP into Flash Piston PunchPPP13.7%
Queen Bee Needle66K+G13.7%
Somersault Kick7K13.7%
backdash13.7%
backdash into Rising Elbow6P13.7%
crouch into Jackknife Middle Kick3KK13.7%
kickK into punchP13.7%
punchP into Jab StraightPP13.7%

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

  • Jacky: not tested (too few rounds)
  • Sarah: not tested (too few rounds)