VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

tanku-53

  • Vanessa
  • Brad
  • Jean
  • Aoi
  • Goh
Career matches698
Career win rate56.2%
Round win rate54.0%
Peak rank25
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1340 #2,966 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

Sarah2555830825055.2%
Brad2268402858.8%
Vanessa2035231265.7%
Jean1930181260.0%
Aoi1673442.9%
Goh16000—

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

478 of 478 rounds counted

6.5 inputs a second (392 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.7404355
Vanessa5.834843
Brad6.136542
Jean5.834627
Aoi7.54488
Goh5.83493

By opponent's character

Akira6.639869
Kage6.539246
Sarah6.538840
Shun6.538840
Brad6.539036
Goh6.438433
Aoi6.840830
Jacky6.740224
Lau6.136825
Pai6.337824
Jean7.042020
Jeffry7.142520
Wolf6.539023
Lei Fei6.740014
Lion5.834710
Eileen6.03597
El Blaze6.43839
Taka7.14288

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

Akira189950.0%-12.0
Kage128466.7%+8.8
Sarah106460.0%-0.9
Shun105550.0%+2.7
Brad97277.8%+15.7
Goh94544.4%-15.7
Aoi75271.4%+13.5
Jacky76185.7%+19.4
Lau76185.7%+18.1
Pai74357.1%+2.2
Jean51420.0%-42.8
Jeffry53260.0%+9.9
Wolf52340.0%-28.0
Lei Fei4040.0%-57.2
Lion330100.0%+28.5
Eileen220100.0%+40.1
El Blaze220100.0%+39.5
Taka21150.0%-2.9

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 Half Fence179852.9%-2.9
Full Fence1610662.5%-1.6
Octagon139469.2%+10.2
Rectangle138561.5%-1.1
Half Fence129375.0%+15.2
Low Fence126650.0%-2.9
Single Wall119281.8%+16.3
Open95455.6%+0.2
Breakable Full Fence82625.0%-40.0
Full Fence and Open72528.6%-19.2

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
Walls7959.5%60.7%-1.2
No walls3262.5%58.3%+4.2

Walls against open: -5.3 points (95% range -25.2 to +14.6), p 0.599 — 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

108 (Rank 26)2026/10/1631233.3%
osAnKIRA (Rank 21)2026/10/1531233.3%
時宣院日要 (Rank 21)2026/10/14330100.0%
ゆづ (Rank 12)2026/10/14220100.0%
moomoolien (Rank 19)2026/10/0631233.3%
しろ☆おび。@のびしろF (Rank 26)2026/09/2343175.0%
ちょいそる (Rank 28)2026/09/1543175.0%
失礼!スマッシュ☆彡 (Rank 26)2026/09/152020.0%
jackgnhang (Rank 26)2026/09/0421150.0%
naowai (Rank 21)2026/08/2843175.0%
nana (Rank 23)2026/08/2621150.0%
MAXマンピー (Rank 15)2026/08/25220100.0%
super_style (Rank 24)2026/08/2443175.0%
Penoco (Rank 23)2026/08/242020.0%
Fuji-Atsuka (Rank 15)2026/08/1864266.7%
とかげ (Rank 11)2026/08/18220100.0%
오빠거기는안돼 (Rank 28)2026/08/0331233.3%
忘本朱の父 (Rank 26)2026/08/02220100.0%
CHASER (Rank 24)2026/08/0285362.5%
mochi2_0918 (Rank 26)2026/07/0321150.0%
I'mabeginner (Rank 25)2026/07/0331233.3%
무파ZeroBlue (Rank 26)2026/06/222020.0%
KhanJude (Rank 22)2026/06/2132166.7%
gimoring (Rank 25)2026/06/15220100.0%
KAISER (Rank 24)2026/06/09220100.0%

Round openings

Every character

Rising Elbow6P16841.1%
Squat Straight2P348.3%
guardG204.9%
punchP204.9%
Yoko'enpi6P163.9%
Wind Knuckle6P+KP into Storm Combination6P+KPK112.7%
forward dash into guardG71.7%
kickK into High Kick StraightKP61.5%
Rising Elbow6P into Double Joint Butt6PK51.2%
Sit Jab2P51.2%
Chudan Hiji'ate6P41.0%
Defensive Style: Sit Jab41.0%
Dtee Sawk Dtrohng4P+K41.0%
Elbow Hook6P30.7%
Long Snap Side Chop3P+K30.7%

71 further openings account for the other 99 rounds.

Counted from 106 of the 124 matches played. The rest were not pulled for openings.

Sarah

Career
308–250 · 55.2%
This season
91 matches · 56.0%
Peak rank
25

First hit in 56.5% of 322 rounds. Won 55.5% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 18.1% of rounds, against 2.5% in their other rounds.
  • In round 2: opens with “2P Squat Straight” in 16.9% of rounds, against 8.3% in their other rounds.

How is this tested?

Rising Elbow6P16851.9%
Squat Straight2P3410.5%
guardG175.2%
punchP144.3%
Wind Knuckle6P+KP into Storm Combination6P+KPK113.4%
forward dash into guardG61.9%
kickK into High Kick StraightKP61.9%
Rising Elbow6P into Double Joint Butt6PK51.5%
Long Snap Side Chop3P+K30.9%
forward dash into forward movement30.9%
forward movement into guardG30.9%
guardG into Double Joint Butt6PK30.9%
guardG into Rising Elbow6P30.9%
guardG into Squat Straight2P30.9%
Breeze Shot6P+K20.6%

32 further openings account for the other 43 rounds.

Counted from 83 of the 91 matches played. The rest were not pulled for openings.

Brad

Career
40–28 · 58.8%
This season
10 matches · 70.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sit Jab2P515.6%
Dtee Sawk Dtrohng4P+K412.5%
Elbow Hook6P39.4%
guardG into Sit Jab2P39.4%
guardG26.2%
punchP26.2%
Ducking6P+K+G into Sting BlowP+K13.1%
Elbow Hook6P into forward movement13.1%
Sawk Klab6P+K13.1%
Shovel Hook2P+K into Shovel Hook Double2P+KP13.1%
crouch dash forward into Sawk Klab6P+K13.1%
forward dash into guardG13.1%
forward movement into kickK13.1%
forward movement into punchP13.1%
guardG into Dtee Sawk Dtrohng4P+K13.1%

4 further openings account for the other 4 rounds.

Counted from 8 of the 10 matches played. The rest were not pulled for openings.

Jean

Career
18–12 · 60.0%
This season
8 matches · 62.5%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Yoko'enpi6P1659.3%
punchP414.8%
Nukitesashi6P+K27.4%
Shitazuki3P into Oishitazuki3PP27.4%
Gyaku Seikenzuki66P13.7%
Shitamaeken2P13.7%
guardG13.7%

Vanessa

Career
23–12 · 65.7%
This season
12 matches · 75.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Sit Jab426.7%
Defensive Style: guard into Bone Crush Middle3K213.3%
Defensive Style: Defensive Elbow (Deflect)16.7%
Defensive Style: Low Spin Slicer16.7%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP16.7%
Defensive Style: backward movement into Cut-in Knee Kick6K16.7%
Defensive Style: forward dash into guardG16.7%
Defensive Style: guard16.7%
Defensive Style: guard into Stopping Low Combo2KP16.7%
Defensive Style: kick into Switch Left SlicerKK16.7%
Offensive Style: Pile Bunker16.7%

Counted from 4 of the 12 matches played. The rest were not pulled for openings.

Aoi

Career
3–4 · 42.9%
This season
2 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chudan Hiji'ate6P450.0%
NirentotsuPP into Nirentotsu OuchuPPP225.0%
Koromoguruma66P112.5%
guardG into Nirentotsu OuchuPPP112.5%

Goh

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P133.3%
Ni'oudaoshi3K+G133.3%
Soukyu46P133.3%

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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Sarah: 2 of 13 tests hold up
  • Brad: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Goh: not tested (too few rounds)