VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

Ka-ye

  • Kage
  • Aoi
Career matches489
Career win rate58.1%
Round win rate52.6%
Peak rank24
Distinct opponents33
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1369 #2,815 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

Sarah2425815610260.5%
Kage2293524155.9%
Taka—77413653.2%
Aoi2161352657.4%

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

235 of 304 rounds counted

7.0 inputs a second (417 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.9413196
Aoi7.545031
Sarah6.63988

By opponent's character

Jeffry7.444540
Jacky6.941432
Akira7.041838
Pai7.243423
Goh6.740525
Wolf7.142416
Brad6.538711
Lau7.34417
Shun6.739914
Lion6.74007
Sarah6.74007
Taka5.83478
Lei Fei7.14234
Vanessa7.24303

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

Jeffry1813572.2%+11.9
Jacky128466.7%+6.3
Akira108280.0%+22.2
Pai95455.6%-10.2
Goh61516.7%-14.5
Wolf42250.0%-0.5
Brad31233.3%+4.6
Lau32166.7%+3.4
Shun31233.3%-16.7
Lion2020.0%-49.4
Sarah2020.0%-46.7
Taka2020.0%-55.8
Lei Fei110100.0%+33.2
Vanessa110100.0%+32.0

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

Low Fence116554.5%-0.6
Full Fence83537.5%-26.9
Half Fence84450.0%+1.4
Single Wall84450.0%-12.7
Full Fence and Open74357.1%-0.7
Octagon75271.4%+24.9
Rectangle73442.9%-10.9
Breakable Half Fence65183.3%+20.3
Breakable Full Fence53260.0%-0.6
Open54180.0%+9.4

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
Walls4156.1%55.7%+0.4
No walls2458.3%60.5%-2.2

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

Most played opponents, most recent first

時宣院日要 (Rank 21)2026/08/30110100.0%
gimoring (Rank 26)2026/08/302020.0%
パニガーレ (Rank 24)2026/08/3021150.0%
NEKOz (Rank 25)2026/07/292020.0%
トローリロートル (Rank 23)2026/07/2943175.0%
GKplis (Rank 24)2026/07/252020.0%
natugon (Rank 21)2026/07/2565183.3%
headup11 (Rank 27)2026/07/2231233.3%
r1s1d8 (Rank 27)2026/07/2231233.3%
Handive (Rank 26)2026/07/222020.0%
potimaru1059 (Rank 24)2026/07/2232166.7%
AOKARASU (Rank 21)2026/07/21110100.0%
neco (Rank 23)2026/07/212020.0%
桃之助 (Rank 21)2026/07/2132166.7%
yujiberra (Rank 21)2026/07/2131233.3%
a39611619 (Rank 21)2026/07/20220100.0%
nicknosuke (Rank 16)2026/07/19330100.0%
don'tthink,feel. (Rank 26)2026/06/2721150.0%
なっちゃんねる (Rank 27)2026/06/172020.0%
zxyzguy (Rank 24)2026/06/1021150.0%
KAISER (Rank 24)2026/06/0632166.7%
penta (Rank 21)2026/04/09220100.0%
O.J.A (Rank 21)2026/04/0932166.7%
astvi79 (Rank 21)2026/03/29440100.0%
6132da (Rank 18)2026/03/2763350.0%

Round openings

Every character

backdash into evade down289.2%
crouch dash back into Tsumujigeri2K+G237.6%
Rasen4P144.6%
backdash into evade up103.3%
crouch dash back into evade down103.3%
punchP93.0%
Tsumujigeri2K+G82.6%
crouch into Tsumujigeri2K+G82.6%
Rasen4P into Rasen Urageri4PK72.3%
guardG62.0%
punchP into NirentotsuPP62.0%
NirentotsuPP into Nirentotsu OuchuPPP51.6%
backdash into Tsumujigeri2K+G51.6%
crouch into Rasen Fujin3KP51.6%
ResshouPP into SandangekiPPP41.3%

111 further openings account for the other 156 rounds.

Kage

Career
52–41 · 55.9%
This season
50 matches · 56.0%
Peak rank
22

First hit in 58.7% of 196 rounds. Won 56.5% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Tsumujigeri2K+G2311.7%
Rasen4P147.1%
backdash into evade down126.1%
crouch dash back into evade down105.1%
Tsumujigeri2K+G84.1%
crouch into Tsumujigeri2K+G84.1%
Rasen4P into Rasen Urageri4PK73.6%
punchP73.6%
backdash into Tsumujigeri2K+G52.5%
crouch into Rasen Fujin3KP52.5%
ResshouPP into SandangekiPPP42.0%
punchP into ResshouPP42.0%
crouch dash back into Furikakato OtoshiK+G31.5%
crouch dash forward into throwP+G31.5%
evade down31.5%

64 further openings account for the other 80 rounds.

Aoi

Career
35–26 · 57.4%
This season
24 matches · 58.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1616.0%
backdash into evade up88.0%
punchP into NirentotsuPP66.0%
NirentotsuPP into Nirentotsu OuchuPPP55.0%
crouch into Maegeri3K44.0%
guardG44.0%
Sou'unha66K33.0%
crouch dash forward into evade down33.0%
Kamageri4K22.0%
Kusanagi2K+G into Tenchi In'youP+K+G22.0%
Namigaeshi64P+K22.0%
Nirentotsu OuchuPPP into Rentotsu KodachiPPPK22.0%
back punch+kick+guard4P+K+G22.0%
crouch dash back into crouch22.0%
crouch into guardG22.0%

35 further openings account for the other 37 rounds.

Sarah

Career
156–102 · 60.5%
This season
2 matches · 50.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab StraightPP337.5%
backdash into Crescent Heel4K+G112.5%
backdash into evade up112.5%
backdash into punchP112.5%
backdash into throwP+G112.5%
crouch dash back into Dragon Smash Cannon1K112.5%

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

  • Kage: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Sarah: not tested (too few rounds)