VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

AONEKO

  • Jean
Career matches2,401
Career win rate50.0%
Round win rate51.4%
Peak rank31
Distinct opponents142
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1564 #1,579 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

Sarah312,3951,1991,19650.1%
Jean2661516.7%

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

619 of 1,541 rounds counted

6.5 inputs a second (387 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.5388597
Jean6.036222

By opponent's character

Jean6.5389107
Akira6.5388140
Wolf6.841020
Jacky6.337713
Vanessa6.438555
Goh6.337667
Lau6.740436
Aoi6.237125
Kage6.338048
Pai6.438226
Jeffry6.33788
Sarah6.840924
Lei Fei6.740012
Brad6.539124
Shun6.337614

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

Jean57302752.6%+11.0
Akira55292652.7%-0.8
Wolf43291467.4%+5.7
Jacky29151451.7%-4.3
Vanessa29151451.7%-1.9
Goh2691734.6%-21.5
Lau24121250.0%+6.2
Aoi2381534.8%-16.5
Kage22111150.0%+0.3
Pai1710758.8%+10.0
Jeffry124833.3%-18.1
Sarah127558.3%+0.9
Lei Fei107370.0%+27.2
Brad96366.7%+14.1
Shun81712.5%-21.1
Lion52340.0%-2.6
El Blaze42250.0%+0.7
Eileen1010.0%-51.6
Taka110100.0%+62.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Breakable Full Fence49242549.0%-1.6
Octagon44202445.5%-5.0
Open42231954.8%+0.6
Half Fence41162539.0%-8.4
Low Fence40231757.5%+7.8
Rectangle38221657.9%+0.2
Breakable Half Fence36211558.3%+15.7
Single Wall31181358.1%-0.7
Full Fence27101737.0%-15.8
Full Fence and Open2013765.0%+14.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23548.1%50.0%-1.9
No walls11356.6%54.1%+2.5

Walls against open: -4.4 points (95% range -15.5 to +6.6), p 0.433 — 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

xXsoul-childXx (Rank 29)2026/10/1298188.9%
ぽん (Rank 28)2026/10/1243175.0%
ちょいそる (Rank 32)2026/10/12105550.0%
pallmtree (Rank 28)2026/09/1253260.0%
GORIchu (Rank 28)2026/09/126060.0%
ヘニオ (Rank 34)2026/09/12104640.0%
AlicerLandeel (Rank 32)2026/07/2442250.0%
MikuMartineau (Rank 31)2026/05/2828151353.6%
アセスルファムK (Rank 32)2026/05/2882625.0%
kobaman (Rank 26)2026/05/2841325.0%
방가방가 (Rank 29)2026/05/28129375.0%
montanmo (Rank 26)2026/05/18770100.0%
アホな坂田 (Rank 26)2026/05/1742250.0%
しゅが~nsr (Rank 27)2026/05/1774357.1%
へっぽこラウ (Rank 33)2026/05/1553260.0%
究極無敵 (Rank 36)2026/05/1542250.0%
lapislazuli (Rank 34)2026/05/1562433.3%
しゆう@1974 (Rank 35)2026/05/1551420.0%
クレウル (Rank 33)2026/05/124040.0%
黒鵜なぎ@Vtuber (Rank 32)2026/05/1252340.0%
キリスト (Rank 28)2026/05/0942250.0%
ginno-talots_DQR (Rank 27)2026/05/0983537.5%
なっちゃんねる (Rank 25)2026/04/151512380.0%
jizou_guile (Rank 33)2026/04/1541325.0%
AnchorMan (Rank 27)2026/04/1553260.0%

Round openings

Every character

backdash into Switch Kick4K14910.1%
Squat Straight2P996.7%
backdash into Quick Knee6K795.4%
forward movement into Jab StraightPP795.4%
forward movement into punchP755.1%
backdash into Crescent Heel4K+G614.2%
guardG614.2%
backdash into evade up463.1%
backdash into Stiletto66K432.9%
forward dash into guardG422.9%
forward movement into Hide Side Kick (Deflect)P+K412.8%
forward movement into kickK412.8%
Long Snap Side Chop3P+K322.2%
evade up into crouch dash forward312.1%
Rising Elbow6P into kickK292.0%

150 further openings account for the other 561 rounds.

Counted from 369 of the 387 matches played. The rest were not pulled for openings.

Sarah

Career
1,199–1,196 · 50.1%
This season
381 matches · 52.0%
Peak rank
31

First hit in 54.3% of 1,437 rounds. Won 54.5% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 35.0% of rounds, against 28.0% in their other rounds.
  • Against Vanessa: moves in first in 52.9% of rounds, against 27.6% against everyone else.
  • After opening the round before by moving in: moves in first in 35.2% of rounds, against 24.7% after anything else.
  • After losing a round: waits first in 10.2% of rounds, against 5.2% after winning one.
  • When the score is level: backs off first in 43.4% of rounds, against 33.8% when ahead or behind.
  • After landing the first hit of the round before: backs off first in 40.1% of rounds, against 32.2% after being hit first.
  • In round 4 or later: opens with “backdash into 4K Switch Kick” in 16.5% of rounds, against 8.2% in their other rounds.
  • Against Jacky: opens with “2P Squat Straight” in 16.5% of rounds, against 6.0% against everyone else.
  • On Low Fence stages: opens with “forward movement into P punch” in 11.7% of rounds, against 4.4% on the other stages.
  • After opening the round before with “forward movement into PP Jab Straight”: opens with “forward movement into PP Jab Straight” in 14.3% of rounds, against 4.5% after anything else.
  • After losing a round: opens with “backdash into 4K Switch Kick” in 17.1% of rounds, against 8.4% after winning one.
  • When ahead: opens with “forward movement into PP Jab Straight” in 8.3% of rounds, against 2.6% when level or behind.

How is this tested?

backdash into Switch Kick4K14910.3%
Squat Straight2P996.8%
backdash into Quick Knee6K795.5%
forward movement into Jab StraightPP795.5%
forward movement into punchP755.2%
backdash into Crescent Heel4K+G614.2%
guardG604.2%
backdash into evade up443.0%
backdash into Stiletto66K433.0%
forward dash into guardG422.9%
forward movement into Hide Side Kick (Deflect)P+K412.8%
forward movement into kickK412.8%
Long Snap Side Chop3P+K322.2%
Rising Elbow6P into kickK292.0%
backdash into Serpent Toe Kick2P+K292.0%

143 further openings account for the other 544 rounds.

Counted from 363 of the 381 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
Jean16–19 · 46%8–7 · 53%too few to test
Akira21–16 · 57%7–9 · 44%too few to test
Wolf17–8 · 68%7–3 · 70%too few to test
Vanessa4–3 · 57%10–9 · 53%too few to test
Jacky7–9 · 44%4–4 · 50%too few to test
Lau6–7 · 46%3–4 · 43%too few to test
Goh4–11 · 27%3–1 · 75%too few to test
Aoi6–9 · 40%1–3 · 25%too few to test
Kage4–4 · 50%7–3 · 70%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.

18 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?

Jean

Career
1–5 · 16.7%
This season
6 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash forward627.3%
Shitamaeken2P418.2%
backdash into evade up29.1%
evade up into evade down29.1%
Agezuki3P+K into Gedan Mawashigeri2K14.5%
Doumawashi Kaitengeri46K+G14.5%
Harai'uke (Deflect)4P+K+G14.5%
backdash into Gyaku Seikenzuki66P14.5%
backdash into Shutoukiri4P14.5%
backdash into Yamakuzushi6K14.5%
guardG14.5%
guardG into evade up14.5%

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 (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: 12 of 15 tests hold up
  • Jean: not tested (too few rounds)