VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

gimoring

Career matches7,218
Career win rate47.7%
Round win rate49.3%
Peak rank31
Distinct opponents689
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1488 #2,108 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

Sarah317,2183,4443,77447.7%

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

8,819 of 10,081 rounds counted

7.1 inputs a second (423 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.14238,819

By opponent's character

Akira6.94161,262
Wolf7.24291,007
Jacky7.1427961
Aoi7.1428495
Goh6.9414573
Shun7.2431583
Pai7.2430522
Jeffry7.1428495
Lau7.4444395
Brad7.1426318
Lion7.0417296
Sarah7.0418295
Kage7.0417301
Jean6.9415327
El Blaze7.1423322
Lei Fei7.0420167
Taka6.5392135
Vanessa7.1424177
Eileen6.7404150
Dural7.243338

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

Akira34818116752.0%+2.6
Wolf28112415744.1%-2.7
Jacky25812713149.2%+0.7
Aoi164857951.8%-2.0
Goh159699043.4%-4.1
Shun146697747.3%-2.3
Pai141786355.3%+6.4
Jeffry136597743.4%-1.5
Lau107525548.6%+0.7
Brad94484651.1%+2.5
Lion93484551.6%+6.2
Sarah88484054.5%+4.7
Kage87464152.9%+4.6
Jean85404547.1%+3.6
El Blaze80324840.0%-6.5
Lei Fei52203238.5%-8.4
Taka51183335.3%-12.2
Vanessa51203139.2%-5.8
Eileen46242252.2%+4.2
Dural94544.4%+0.9

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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 Fence28215013253.2%+6.1
Half Fence26213512751.5%+2.2
Rectangle25911814145.6%-0.2
Low Fence24511413146.5%-2.6
Full Fence23610912746.2%-2.8
Octagon23510812746.0%-4.1
Breakable Half Fence23412311152.6%+5.8
Open23211711550.4%+1.2
Single Wall2319313840.3%-6.7
Full Fence and Open119556446.2%-3.1

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,50849.3%48.1%+1.2
No walls70845.8%48.2%-2.4

Walls against open: +3.6 points (95% range -0.9 to +8.1), p 0.119 — 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

be-shedded (Rank 29)2026/10/1822111150.0%
tsuna-sand274 (Rank 27)2026/10/181981142.1%
elf4sale (Rank 30)2026/10/18114736.4%
Shurkn-_-pap03 (Rank 25)2026/10/161712570.6%
ターム (Rank 26)2026/10/16115645.5%
ER_higante (Rank 29)2026/10/151641225.0%
ryu2811 (Rank 26)2026/10/041912763.2%
こて (Rank 29)2026/09/301651131.2%
hahaha (Rank 27)2026/09/292781929.6%
マクシミリアン15世 (Rank 29)2026/09/291431121.4%
A56-7W (Rank 29)2026/09/291541126.7%
獣王(設定2) (Rank 31)2026/09/24136746.1%
XiaoMing.SH (Rank 29)2026/08/30114736.4%
orz (Rank 28)2026/08/302011955.0%
NORESPECT (Rank 29)2026/08/291651131.2%
AKAI-SUISEI3 (Rank 24)2026/08/29137653.9%
オージ (Rank 26)2026/08/29189950.0%
ratel-d9 (Rank 26)2026/08/291731417.6%
Someonetrytowin (Rank 28)2026/08/29114736.4%
juste (Rank 30)2026/08/292461825.0%
jiwoonpk (Rank 32)2026/08/28131127.7%
WeeWeeW (Rank 26)2026/08/22127558.3%
ShieldHolder (Rank 28)2026/08/21114736.4%
TaKaArAsHi573 (Rank 25)2026/08/05127558.3%
yabo (Rank 22)2026/04/22127558.3%

Round openings

Sarah

Career
3,444–3,774 · 47.7%
This season
2,476 matches · 48.1%
Peak rank
31

First hit in 58.0% of 9,379 rounds. Won 51.7% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 66.4% of rounds, against 52.5% in their other rounds.
  • Against Aoi: waits first in 22.7% of rounds, against 13.3% against everyone else.
  • On Rectangle stages: attacks straight away in 61.8% of rounds, against 55.1% on the other stages.
  • After opening the round before by moving in: moves in first in 7.6% of rounds, against 2.3% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 3.5% of rounds, against 2.0% after anything else.
  • After losing a round: moves in first in 3.1% of rounds, against 1.8% after winning one.
  • When the score is level: moves in first in 3.1% of rounds, against 2.0% when ahead or behind.
  • In round 4 or later: opens with “backdash into 4K+G Crescent Heel” in 15.3% of rounds, against 11.2% in their other rounds.
  • Against Pai: opens with “crouch into 2K+G Leg Slicer” in 11.6% of rounds, against 5.0% against everyone else.
  • On Half Fence stages: opens with “backdash into 4K+G Crescent Heel” in 14.6% of rounds, against 11.9% on the other stages.
  • After opening the round before with “crouch into 2K+G Leg Slicer”: opens with “backdash into 4K+G Crescent Heel” in 21.1% of rounds, against 14.0% after anything else.
  • After losing a round: opens with “backdash into 4K+G Crescent Heel” in 16.2% of rounds, against 12.6% after winning one.

How is this tested?

backdash into Crescent Heel4K+G1,16012.3%
punchP5125.4%
crouch into Leg Slicer2K+G5095.4%
Long Snap Side Chop3P+K5015.3%
punchP into Jab StraightPP3643.9%
Snap Side Chop3P into Snap Side Chop Double3PP3193.4%
Hide Side Kick (Deflect)P+K2993.2%
punchP into Punch High KickPK2322.5%
Hide Side Kick (Deflect)P+K into Long Snap Side Chop3P+K1801.9%
backdash1781.9%
Leg Slicer2K+G1701.8%
Squat Straight2P1601.7%
Low Spin Kick3K+G into crouch1531.6%
backdash into Leg Slicer2K+G1511.6%
Jab StraightPP into Flash Piston PunchPPP1421.5%

411 further openings account for the other 4,422 rounds.

Counted from 2,314 of the 2,476 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
Akira114–87 · 57%44–48 · 48%+6.7
Wolf73–80 · 48%24–43 · 36%+11.5
Jacky63–81 · 44%32–28 · 53%-8.6
Aoi55–52 · 51%26–23 · 53%-5.5
Shun44–47 · 48%16–23 · 41%+4.6
Goh39–39 · 50%18–31 · 37%+16.6
Jeffry36–45 · 44%15–25 · 38%+4.4
Pai53–37 · 59%15–13 · 54%too few to test
Lau32–37 · 46%14–9 · 61%too few to test
Lion25–26 · 49%14–11 · 56%too few to test
Brad25–25 · 50%16–13 · 55%too few to test
Kage27–19 · 59%16–17 · 48%+14.3
El Blaze17–24 · 41%13–19 · 41%+2.6
Jean13–20 · 39%17–17 · 50%-12.5
Sarah23–19 · 55%12–9 · 57%too few to test
Lei Fei12–19 · 39%4–8 · 33%too few to test
Vanessa11–21 · 34%2–5 · 29%too few to test
Taka10–17 · 37%4–11 · 27%too few to test
Eileen17–11 · 61%3–6 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

162 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?

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 (18 here; about 0.9 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 18 tests hold up