VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

oooomatsu

  • Eileen
  • Kage
  • Shun
  • Lion
  • Pai
Career matches3,549
Career win rate53.0%
Round win rate50.6%
Peak rank39
Distinct opponents127
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1639 #1,103 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

Sarah393,2491,7051,54452.5%
Eileen29133765757.1%
Shun29117754264.1%
Lion2642212150.0%
Kage2684450.0%
Pai26000—

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

1,859 of 2,074 rounds counted

6.7 inputs a second (402 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.74031,641
Eileen6.5393176
Kage7.24348
Shun6.639822
Lion7.14258
Pai8.14834

By opponent's character

Jacky6.8411291
Kage6.6397157
Akira6.9412166
Lau6.7404161
Aoi6.6397110
El Blaze6.8405115
Pai6.739997
Wolf6.639485
Sarah6.739965
Shun6.840775
Jean6.841072
Taka6.639477
Jeffry6.539363
Eileen6.539366
Lion6.337755
Brad6.739961
Vanessa6.639846
Goh7.343935
Lei Fei6.237549
Dural6.941213

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

Jacky74383651.4%-1.6
Kage54243044.4%+0.7
Akira42251759.5%+7.9
Lau42182442.9%-3.3
Aoi32112134.4%-16.1
El Blaze30191163.3%+2.5
Pai27111640.7%-9.3
Wolf23121152.2%-3.9
Sarah21111052.4%-4.4
Shun2061430.0%-16.6
Jean1914573.7%+22.8
Taka1971236.8%-6.5
Jeffry1711664.7%+11.2
Eileen1651131.2%-10.1
Lion167943.8%+4.8
Brad1511473.3%+12.0
Vanessa138561.5%+11.4
Goh1210283.3%+29.4
Lei Fei116554.5%+2.7
Dural52340.0%-12.2

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

Half Fence82404248.8%-2.5
Breakable Full Fence54282651.9%+1.7
Full Fence50321864.0%+13.0
Open49202940.8%-13.4
Octagon48282058.3%+10.6
Rectangle48192939.6%-9.0
Breakable Half Fence44182640.9%-8.6
Low Fence43212248.8%+2.1
Single Wall42251759.5%+6.0
Full Fence and Open158753.3%+1.0

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
Walls32650.6%50.0%+0.7
No walls13449.3%51.3%-2.1

Walls against open: +2.7 points (95% range -7.5 to +13.0), p 0.602 — 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

orz (Rank 29)2026/10/16128466.7%
siroiro_16bit (Rank 39)2026/10/16106460.0%
Laphroaig10 (Rank 37)2026/10/1573442.9%
きみのれんれん (Rank 38)2026/10/1563350.0%
ぱりぱり (Rank 40)2026/10/141831516.7%
★闘将拉麵男★ (Rank 39)2026/10/1431171454.8%
らうらう (Rank 37)2026/10/07128466.7%
kzkm92678 (Rank 36)2026/10/07660100.0%
ヘニオ (Rank 34)2026/10/0265183.3%
マクシミリアン15世 (Rank 30)2026/09/3096366.7%
ケツバッターA (Rank 35)2026/09/2976185.7%
無槪念野獸/무개념야수 (Rank 26)2026/09/2485362.5%
マハリータまるこ (Rank 42)2026/09/18167943.8%
かえる (Rank 38)2026/09/06146842.9%
ふぇに (Rank 34)2026/09/05116554.5%
ぶーん (Rank 33)2026/08/3086275.0%
interceptor (Rank 40)2026/08/06124833.3%
uomofastidioso (Rank 39)2026/08/0551420.0%
ふかふか (Rank 37)2026/07/302314960.9%
テンジン☆ (Rank 36)2026/07/2162433.3%
躑躅 (Rank 34)2026/07/2183537.5%
D A I (Rank 35)2026/07/1674357.1%
CLEARCARE (Rank 41)2026/07/0774357.1%
アナパイ1973 (Rank 37)2026/06/0463350.0%
icepiccck (Rank 32)2026/05/2773442.9%

Round openings

Every character

backdash into Full Spin Heel Kick9K19411.1%
Hide Side Kick (Deflect)P+K1096.2%
Valkyrie Jab9K+GP into Valkyrie Straight9K+GPP1046.0%
Back Knuckle Turn44P into Switch Kick4K945.4%
backdash into Switch Kick4K844.8%
Wind Knuckle6P+KP into Storm Combination6P+KPK774.4%
Back Knuckle Turn44P into Hide Side Kick (Deflect)P+K643.7%
Back Knuckle Turn44P into crouch633.6%
backdash into Serpent Toe Kick2P+K553.1%
backdash into Sharpsword Combo44KK523.0%
guardG into throw escape321.8%
forward dash into Serpent Toe Kick2P+K311.8%
Feather Scarecrow8K291.7%
backdash into Kesshi Hanbi46K+G281.6%
backdash into Sharpsword44K281.6%

204 further openings account for the other 702 rounds.

Counted from 428 of the 508 matches played. The rest were not pulled for openings.

Sarah

Career
1,705–1,544 · 52.5%
This season
450 matches · 50.4%
Peak rank
39

First hit in 53.0% of 1,565 rounds. Won 52.5% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 8.3% of rounds, against 1.2% in their other rounds.
  • Against Akira: backs off first in 47.4% of rounds, against 35.6% against everyone else.
  • After opening the round before by moving in: moves in first in 11.8% of rounds, against 6.2% after anything else.
  • After losing a round: backs off first in 43.8% of rounds, against 27.8% after winning one.
  • When ahead: attacks straight away in 60.6% of rounds, against 48.5% when level or behind.
  • In round 1: opens with “backdash into 4K Switch Kick” in 10.1% of rounds, against 3.8% in their other rounds.
  • Against Kage: opens with “P+K Hide Side Kick (Deflect)” in 14.8% of rounds, against 5.9% against everyone else.
  • After losing a round: opens with “backdash into 4K Switch Kick” in 5.4% of rounds, against 2.2% after winning one.
  • After landing the first hit of the round before: opens with “9K+GP Valkyrie Jab into 9K+GPP Valkyrie Straight” in 8.3% of rounds, against 6.1% after being hit first.

How is this tested?

backdash into Full Spin Heel Kick9K19412.3%
Hide Side Kick (Deflect)P+K1096.9%
Valkyrie Jab9K+GP into Valkyrie Straight9K+GPP1046.6%
Back Knuckle Turn44P into Switch Kick4K946.0%
backdash into Switch Kick4K845.3%
Wind Knuckle6P+KP into Storm Combination6P+KPK774.9%
Back Knuckle Turn44P into Hide Side Kick (Deflect)P+K644.1%
Back Knuckle Turn44P into crouch634.0%
backdash into Serpent Toe Kick2P+K553.5%
backdash into Sharpsword Combo44KK523.3%
forward dash into Serpent Toe Kick2P+K312.0%
Feather Scarecrow8K291.8%
backdash into Sharpsword44K281.8%
guardG into throw escape261.6%
Back Knuckle Turn44P251.6%

140 further openings account for the other 537 rounds.

Counted from 386 of the 450 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
Jacky15–15 · 50%7–7 · 50%too few to test
Kage15–15 · 50%5–7 · 42%too few to test
Akira14–7 · 67%6–7 · 46%too few to test
Lau12–16 · 43%0–1 · 0%too few to test
Aoi6–10 · 38%4–4 · 50%too few to test
El Blaze7–5 · 58%8–5 · 62%too few to test
Pai6–11 · 35%3–1 · 75%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.

64 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?

Eileen

Career
76–57 · 57.1%
This season
42 matches · 50.0%
Peak rank
29

First hit in 47.4% of 116 rounds. Won 52.7% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kesshi Hanbi46K+G2824.1%
backdash into evade up108.6%
backdash into Enkou Kenka46P65.2%
forward movement into Enkou RensouPP65.2%
Hikou Bokushoku9P54.3%
backdash into Honshin Senputai6K+G54.3%
forward movement into Rensou HekizanPPP43.5%
forward movement into punchP43.5%
guardG into throw escape43.5%
throw escape43.5%
backdash into Ribyou Hoso43P+K32.6%
crouch dash back into Zensoutai2K+G32.6%
punchP into Enkou RensouPP32.6%
Goku Senshin (Deflect)4P+K+G21.7%
crouch dash back into Juji Honsentai214K+G21.7%

25 further openings account for the other 27 rounds.

Counted from 28 of the 42 matches played. The rest were not pulled for openings.

Kage

Career
4–4 · 50.0%
This season
6 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rasen4P416.7%
Rasen4P312.5%
Rasen4P into backdash28.3%
backdash into Fujinkyaku46K+G28.3%
backdash into Kodachinuki4K28.3%
Fusen Renkyaku6K+G into forward movement14.2%
SouhajinP+K14.2%
backdash into Ura Tsumujigeri44K14.2%
backdash into evade up14.2%
backdash into guardG14.2%
crouch dash forward into Fusenjin3P14.2%
crouch dash forward into throwP+G14.2%
evade down into Fusenjin3P14.2%
forward movement into ResshouPP14.2%
forward movement into SandangekiPPP14.2%

1 further openings account for the other 1 rounds.

Shun

Career
75–42 · 64.1%
This season
5 matches · 80.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into Kasen Zenbokushou6PP29.1%
evade down into Tenshin Benshu4P+K29.1%
Fukuchougeki2P into Kasen Chugeki6P14.5%
Gyou'in Haishu3P into Fukuchougeki2P14.5%
Gyou'in Haishu3P into punchP14.5%
Honshin TankaP+K into punchP14.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP14.5%
RengekiPP into Saishu RenkangekiPPP14.5%
Tenshin Souchushou6P+K14.5%
backdash into Fukuchougeki2P14.5%
backdash into Kasen Gyou'in6P+K+G14.5%
backdash into Rengeki Gakushu46PPP14.5%
backdash into evade down14.5%
backdash into guardG14.5%
crouch dash back into Renhi ChougekiKK14.5%

5 further openings account for the other 5 rounds.

Lion

Career
21–21 · 50.0%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K337.5%
backdash into backward movement225.0%
Kouho Hachihonsui44P+K112.5%
backdash into throwP+G112.5%
forward movement into punchP112.5%

Counted from 2 of the 4 matches played. The rest were not pulled for openings.

Pai

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK into Ko'en SenkyakuKK250.0%
RenshouPP into RaigekishouPPP125.0%
forward movement into Ko'en SenkyakuKK125.0%

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 (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: 9 of 16 tests hold up
  • Eileen: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Pai: not tested (too few rounds)