VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

Tama_teacher

  • Jacky
  • Lau
  • Brad
  • Akira
Career matches2,494
Career win rate56.8%
Round win rate52.3%
Peak rank33
Distinct opponents84
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1652 #1,036 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

Sarah3372441930557.9%
Jacky3257731726054.9%
Lau3257632924757.1%
Brad3243425917559.7%
Akira27183939050.8%

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

461 of 681 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.2434207
Lau7.6454177
Brad7.444364
Akira8.651313

By opponent's character

El Blaze7.343653
Jean7.343754
Akira8.148554
Jacky7.645839
Shun7.444329
Lau7.545234
Sarah7.243435
Pai7.444338
Lei Fei7.444214
Brad7.645730
Goh7.142529
Wolf7.142621
Jeffry7.84679
Vanessa7.24358
Kage7.84704
Taka6.639710

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

El Blaze169756.2%+4.4
Jean157846.7%-12.0
Akira146842.9%-12.7
Jacky148657.1%+3.0
Shun149564.3%+9.9
Lau138561.5%+4.4
Sarah137653.9%-5.2
Pai126650.0%-4.5
Lei Fei97277.8%+19.9
Brad82625.0%-18.4
Goh84450.0%-3.9
Wolf85362.5%+7.0
Jeffry75271.4%+11.8
Vanessa64266.7%+8.8
Lion53260.0%+9.8
Kage31233.3%-11.4
Taka21150.0%+2.8
Dural1010.0%-43.0

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

Breakable Half Fence26151157.7%+5.0
Rectangle21101147.6%-8.2
Full Fence2013765.0%+13.8
Octagon1710758.8%+4.1
Single Wall159660.0%-0.3
Breakable Full Fence145935.7%-14.9
Low Fence116554.5%-1.4
Open118372.7%+14.7
Full Fence and Open103730.0%-27.9
Half Fence106460.0%+5.1

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
Walls10854.6%53.5%+1.1
No walls3762.2%58.6%+3.6

Walls against open: -2.4 points (95% range -20.6 to +15.7), p 0.793 — 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

Dark (Rank 33)2026/10/1532166.7%
鳩男 (Rank 32)2026/10/144040.0%
特報 (Rank 33)2026/10/0431233.3%
どろパイ (Rank 29)2026/10/0253260.0%
[VirtuAnalytics]SuperGolden (Rank 35)2026/09/1363350.0%
獣王(設定2) (Rank 31)2026/09/13220100.0%
BANANA (Rank 29)2026/09/1242250.0%
うめおに。 (Rank 35)2026/09/1231233.3%
えびもち (Rank 34)2026/09/1242250.0%
れもん@のびしろF (Rank 32)2026/09/0843175.0%
天一 (Rank 33)2026/07/2631233.3%
ツッチー (Rank 35)2026/07/1053260.0%
Light (Rank 33)2026/06/1821150.0%
アドリブ使い (Rank 33)2026/06/1032166.7%
えいさん@VF静岡 (Rank 34)2026/06/07330100.0%
방가방가 (Rank 28)2026/06/0231233.3%
黒シャツ (Rank 29)2026/05/3131233.3%
maripon (Rank 29)2026/05/2432166.7%
こば次狼/covajiro (Rank 33)2026/05/2432166.7%
montanmo (Rank 36)2026/05/1121150.0%
ガウショ (Rank 36)2026/05/1163350.0%
みんみんさん (Rank 33)2026/05/1132166.7%
bonbon (Rank 32)2026/05/1031233.3%
コラーゲン (Rank 27)2026/04/19330100.0%
タイヨウ (Rank 32)2026/04/19220100.0%

Round openings

Every character

backdash into evade up446.7%
Shakashou3P335.0%
Squat Straight304.6%
punchP243.6%
Senchutai3K192.9%
backdash into Kosoushou46P192.9%
Souko Sensou66P+K182.7%
crouch dash forward into guardG182.7%
Jab StraightPP into Jab Double StraightPPP172.6%
Slant Back Knuckle1P into Rage Kick1PK172.6%
evade down into guardG162.4%
backdash into Spin Heel Sword4K+G152.3%
Long Snap Side Chop3P+K132.0%
guardG132.0%
backdash into Crescent Heel4K+G121.8%

184 further openings account for the other 350 rounds.

Counted from 161 of the 168 matches played. The rest were not pulled for openings.

Jacky

Career
317–260 · 54.9%
This season
62 matches · 54.8%
Peak rank
32

First hit in 48.2% of 222 rounds. Won 58.9% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Squat Straight2P188.0%
backdash into evade up188.0%
Jab StraightPP into Jab Double StraightPPP177.5%
Slant Back Knuckle1P into Rage Kick1PK177.5%
backdash into Spin Heel Sword4K+G156.6%
crouch dash forward into guardG114.9%
evade down into guardG114.9%
punchP62.6%
evade down into Slant Back Knuckle1P52.2%
Middle Kick3K41.8%
evade down into Middle Smash6P41.8%
Middle Smash6P31.3%
backdash31.3%
backdash into Beat KnuckleP+K31.3%
backdash into Side Hook Turn44P31.3%

65 further openings account for the other 88 rounds.

Counted from 55 of the 62 matches played. The rest were not pulled for openings.

Lau

Career
329–247 · 57.1%
This season
51 matches · 51.0%
Peak rank
32

First hit in 41.6% of 209 rounds. Won 49.4% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shakashou3P3315.5%
Senchutai3K198.9%
backdash into Kosoushou46P198.9%
Souko Sensou66P+K188.4%
backdash into evade up125.6%
punchP83.8%
Senchutai3K into guardG73.3%
guardG73.3%
Souchuken2P62.8%
backdash into Sako Soushou4P+K62.8%
down-back kick1K into Kasoutai2K62.8%
crouch dash forward into guardG41.9%
Kasoutai2K31.4%
Saishikkyaku4K31.4%
guardG into throw escape31.4%

46 further openings account for the other 59 rounds.

Sarah

Career
419–305 · 57.9%
This season
27 matches · 51.9%
Peak rank
33

First hit in 51.0% of 100 rounds. Won 56.9% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Long Snap Side Chop3P+K1312.4%
Squat Straight2P1211.4%
backdash into Crescent Heel4K+G1211.4%
kickK into High Kick StraightKP87.6%
Sharpsword44K into Sharpsword Combo44KK76.7%
punchP76.7%
backdash into evade up43.8%
crouch dash forward into guardG32.9%
evade down into guardG32.9%
forward dash into Long Snap Side Chop3P+K32.9%
Back Knuckle Turn44P21.9%
Quick Knee6K into Quick Knee Straight6KP21.9%
Snap Side Chop3P into Setup Combination3PK21.9%
backdash into Back Knuckle Turn44P21.9%
backdash into Switch Kick4K21.9%

22 further openings account for the other 23 rounds.

Brad

Career
259–175 · 59.7%
This season
23 matches · 69.6%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dtee Sawk Dtrohng4P+K1010.9%
Jolt Upper3P into Jolt Upper~Spin Kick3PK99.8%
backdash into Stop Kick4K99.8%
Sit Jab2P66.5%
Destruction Body3P+K55.4%
backdash into evade up55.4%
Sharp Shoot1P44.3%
backdash into Jackal Straight46P+K44.3%
Jackal Straight46P+K33.3%
evade down into Jolt Upper~Spin Kick3PK33.3%
punchP33.3%
Middle Spin Kick66K22.2%
backdash into Turn Savate44K22.2%
guardG22.2%
Low Kick2K11.1%

24 further openings account for the other 24 rounds.

Akira

Career
93–90 · 50.8%
This season
5 matches · 40.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up522.7%
Housui2P418.2%
Rimon Chouchu66P into forward movement313.6%
Rimon Chouchu66P29.1%
Ekishou3P14.5%
Housui2P into Souka Housui3P+K14.5%
Housui2P into forward movement14.5%
backdash into Koboku214P14.5%
backdash into guardG14.5%
evade down into Rimon Chouchu66P14.5%
forward dash into Jouho Touken6P14.5%
guardG14.5%

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

  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Akira: not tested (too few rounds)