VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

狛猫【Excalibur】

  • Brad
Career matches2,629
Career win rate47.7%
Round win rate46.8%
Peak rank29
Distinct opponents213
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1384 #2,735 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

Sarah292,5921,2481,34448.1%
Brad263653113.9%
Jacky—1010.0%

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

1,258 of 1,771 rounds counted

7.1 inputs a second (428 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.14281,193
Brad7.343665

By opponent's character

Wolf7.2432196
Jacky7.2429158
Akira6.8407122
Jeffry7.3436102
Aoi7.243381
Lei Fei6.840872
Pai7.444650
Lau6.840970
Goh7.343834
Sarah7.243463
Shun7.645565
El Blaze7.243141
Kage6.941443
Vanessa7.746438
Jean6.840633
Lion7.243329
Brad7.243335
Dural7.344014
Eileen6.63937
Taka6.43855

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

Wolf60253541.7%+0.1
Jacky48222645.8%+1.0
Akira42182442.9%+2.8
Jeffry40142635.0%-4.3
Aoi33191457.6%+16.2
Lei Fei2481633.3%-4.8
Pai2381534.8%-8.9
Lau2151623.8%-15.0
Goh2014670.0%+26.6
Sarah1941521.1%-22.9
Shun1971236.8%-6.7
El Blaze1771041.2%-3.7
Kage178947.1%+5.9
Vanessa1751229.4%-11.2
Jean136746.1%+7.3
Lion135838.5%-4.5
Brad95455.6%+12.6
Dural32166.7%+35.8
Eileen31233.3%-1.7
Taka21150.0%+20.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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 Fence61273444.3%+2.7
Rectangle56263046.4%+7.5
Full Fence48202841.7%+0.5
Octagon46163034.8%-4.8
Open43241955.8%+16.2
Low Fence41182343.9%+0.4
Breakable Full Fence39172243.6%+2.0
Breakable Half Fence36112530.6%-12.6
Single Wall36132336.1%-9.7
Full Fence and Open1741323.5%-16.4

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
Walls28640.9%41.0%-0.0
No walls12045.8%43.1%+2.7

Walls against open: -2.8 points (95% range -13.8 to +8.3), p 0.626 — 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

taj_god333 (Rank 27)2026/09/1241325.0%
Shurkn-_-pap03 (Rank 26)2026/09/1241325.0%
だいきち (Rank 24)2026/09/12440100.0%
gin-chaman (Rank 27)2026/09/0783537.5%
三輪ですが@SRGM (Rank 24)2026/08/3151420.0%
K.K.カブキモノ (Rank 24)2026/08/27440100.0%
たけし (Rank 30)2026/08/2742250.0%
ketubat (Rank 27)2026/07/2252340.0%
jyariten-1968 (Rank 27)2026/07/1676185.7%
shogun-iwaki (Rank 30)2026/07/1661516.7%
banntya (Rank 30)2026/07/1342250.0%
crazy7infinty (Rank 26)2026/06/3094544.4%
つっくん (Rank 29)2026/06/3043175.0%
rauscarlet (Rank 26)2026/06/2263350.0%
kobaman (Rank 26)2026/06/2264266.7%
ドクダミふぇーい// (Rank 27)2026/06/0952340.0%
わばし (Rank 24)2026/05/27105550.0%
siesuu (Rank 30)2026/05/254040.0%
shiphon74 (Rank 27)2026/05/2442250.0%
こて (Rank 26)2026/05/2342250.0%
ER_higante (Rank 28)2026/05/1864266.7%
igyoken55 (Rank 27)2026/05/1842250.0%
ほーげつ (Rank 26)2026/05/1864266.7%
orachau (Rank 26)2026/05/1454180.0%
dark031giant (Rank 28)2026/05/0843175.0%

Round openings

Every character

backdash into Switch Kick4K19311.0%
Hide Side Kick (Deflect)P+K18010.2%
guardG1287.3%
crouch into Long Snap Side Chop3P+K1247.0%
backdash into Crescent Heel4K+G1196.8%
Hide Side Kick (Deflect)P+K into Switch Kick4K714.0%
guardG into Long Snap Side Chop3P+K553.1%
Sharpsword44K into Sharpsword Combo44KK512.9%
backdash into backward movement402.3%
Long Snap Side Chop3P+K362.0%
Somersault Kick7K352.0%
Hide Side Kick (Deflect)P+K into crouch341.9%
evade up into guardG341.9%
Switch Kick4K311.8%
evade up into Serpent Toe Kick2P+K301.7%

149 further openings account for the other 598 rounds.

Counted from 439 of the 443 matches played. The rest were not pulled for openings.

Sarah

Career
1,248–1,344 · 48.1%
This season
426 matches · 42.5%
Peak rank
29

First hit in 55.3% of 1,678 rounds. Won 51.9% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.8% of rounds, against 8.2% in their other rounds.
  • Against Sarah: backs off first in 59.2% of rounds, against 27.0% against everyone else.
  • After opening the round before by attacking: backs off first in 30.7% of rounds, against 24.0% after anything else.
  • In round 3: opens with “P+K Hide Side Kick (Deflect)” in 13.9% of rounds, against 9.5% in their other rounds.
  • Against Lion: opens with “G guard” in 29.4% of rounds, against 6.6% against everyone else.

How is this tested?

backdash into Switch Kick4K19311.4%
Hide Side Kick (Deflect)P+K18010.6%
crouch into Long Snap Side Chop3P+K1247.3%
guardG1237.3%
backdash into Crescent Heel4K+G1197.0%
Hide Side Kick (Deflect)P+K into Switch Kick4K714.2%
guardG into Long Snap Side Chop3P+K553.2%
Sharpsword44K into Sharpsword Combo44KK513.0%
backdash into backward movement382.2%
Long Snap Side Chop3P+K362.1%
Somersault Kick7K352.1%
Hide Side Kick (Deflect)P+K into crouch342.0%
evade up into guardG342.0%
Switch Kick4K311.8%
evade up into Serpent Toe Kick2P+K301.8%

122 further openings account for the other 540 rounds.

Counted from 422 of the 426 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
Wolf19–20 · 49%4–9 · 31%too few to test
Jacky12–15 · 44%9–5 · 64%too few to test
Akira10–17 · 37%8–6 · 57%too few to test
Jeffry4–16 · 20%9–7 · 56%too few to test
Aoi15–6 · 71%2–5 · 29%too few to test
Lei Fei5–12 · 29%3–2 · 60%too few to test
Goh10–4 · 71%4–2 · 67%too few to test
Pai6–8 · 43%2–2 · 50%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.

4 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?

Brad

Career
5–31 · 13.9%
This season
17 matches · 17.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Hook6P1320.0%
guardG57.7%
Kao Loy6K+G46.2%
Sawk Klab6P+K46.2%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK34.6%
High Spin KickK+G34.6%
Jab StraightPP into Combination UpperPPP34.6%
backdash into Stop Kick4K34.6%
punchP into Jab StraightPP34.6%
backdash into High Spin KickK+G23.1%
backdash into backward movement23.1%
punchP23.1%
Destruction Body3P+K into Shovel Hook2P+K11.5%
Dtee Sawk Bon1P+K into Dtee Sawk Dtrohng4P+K11.5%
Dtee Sawk Dtrohng4P+K11.5%

15 further openings account for the other 15 rounds.

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 (15 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: 5 of 15 tests hold up
  • Brad: not tested (too few rounds)