VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

TheDarkDragon

Career matches3,201
Career win rate66.8%
Round win rate63.6%
Peak rank41
Distinct opponents43
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1908 #127 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

Sarah413,2012,1391,06266.8%

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

1,279 of 1,279 rounds counted

5.7 inputs a second (343 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.73431,279

By opponent's character

Shun5.6335183
El Blaze5.6338180
Akira5.8348169
Brad5.7342144
Lion5.8349138
Sarah5.7340114
Jean5.734474
Wolf6.035859
Taka5.834848
Jacky5.935540
Aoi5.633726
Goh5.432531
Jeffry5.935422
Eileen6.136611
Pai5.834815
Lau5.935210
Lei Fei5.73419
Kage7.64563
Vanessa5.33203

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

Shun48301862.5%+0.4
El Blaze43232053.5%+1.6
Akira4238490.5%+9.8
Brad3728975.7%-2.7
Lion35221362.9%-8.0
Sarah30201066.7%-14.5
Jean1914573.7%-10.2
Wolf1410471.4%+0.8
Taka129375.0%-4.3
Jacky119281.8%+7.9
Aoi87187.5%+12.6
Goh76185.7%+9.0
Jeffry550100.0%+18.3
Eileen440100.0%+13.4
Pai440100.0%+7.6
Lau330100.0%+9.8
Lei Fei220100.0%+25.6
Kage110100.0%+4.2
Vanessa110100.0%+20.4

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

Full Fence44321272.7%-2.9
Single Wall43321174.4%+0.8
Breakable Full Fence38271171.0%-2.9
Half Fence3628877.8%+4.3
Low Fence33221166.7%-5.6
Rectangle32201262.5%-6.8
Octagon2923679.3%+10.1
Open2923679.3%+7.5
Breakable Half Fence2115671.4%+9.1
Full Fence and Open84450.0%-21.6

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20072.5%71.6%+0.9
No walls10573.3%72.7%+0.6

Walls against open: +0.3 points (95% range -9.5 to +10.0), p 0.957 — 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

Rodryu (Rank 37)2026/09/142118385.7%
RickoSama (Rank 22)2026/09/1411110100.0%
jubbjubb767Europe (Rank 38)2026/09/141812666.7%
Dogfingers (Rank 23)2026/09/13660100.0%
Espiro (Rank 35)2026/09/131410471.4%
Smashquatch (Rank 30)2026/09/121716194.1%
genobee (Rank 36)2026/09/12108280.0%
wilus (Rank 29)2026/09/092014670.0%
Ironmouze (Rank 21)2026/09/09660100.0%
e4r (Rank 23)2026/09/09880100.0%
emarcue (Rank 33)2026/09/0454180.0%
KryeandtheFamilyStone (Rank 40)2026/08/3041212051.2%
Lasdow (Rank 28)2026/08/30660100.0%
kila_kam (Rank 40)2026/08/3073442.9%
Kingheim (Rank 43)2026/08/291831516.7%
Lightwing (Rank 33)2026/08/29330100.0%
THR (Rank 34)2026/08/2996366.7%
Mode:PLAY:) (Rank 38)2026/08/292214863.6%
[MegaPint]AkiruDiCapriu (Rank 38)2026/07/2843175.0%
Baalroth (Rank 24)2026/07/2398188.9%
Rnoa96 (Rank 33)2026/07/182315865.2%
EVRA (Rank 38)2026/07/1854180.0%
Bloodartist (Rank 34)2026/07/0932166.7%
erictheworldisblack (Rank 28)2026/07/09330100.0%
Rayne (Rank 42)2026/07/0962433.3%

Round openings

Sarah

Career
2,139–1,062 · 66.8%
This season
326 matches · 72.4%
Peak rank
41

First hit in 59.5% of 1,271 rounds. Won 66.1% of the rounds they struck first, 59.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 42.6% of rounds, against 16.9% in their other rounds.
  • Against Lion: waits first in 23.2% of rounds, against 12.2% against everyone else.
  • After opening the round before by moving in: moves in first in 28.9% of rounds, against 12.6% after anything else.
  • After losing a round: moves in first in 30.5% of rounds, against 8.1% after winning one.
  • When behind: moves in first in 33.5% of rounds, against 10.8% when ahead or level.
  • After being hit first in the round before: backs off first in 42.7% of rounds, against 33.2% after landing the first hit.
  • In round 4 or later: opens with “backdash into G guard” in 13.1% of rounds, against 7.1% in their other rounds.
  • Against Akira: opens with “3P Snap Side Chop” in 23.1% of rounds, against 11.5% against everyone else.
  • After losing a round: opens with “forward dash into G guard” in 14.2% of rounds, against 2.4% after winning one.
  • When behind: opens with “forward dash into G guard” in 15.3% of rounds, against 4.0% when ahead or level.
  • After being hit first in the round before: opens with “backdash into G guard” in 13.8% of rounds, against 7.4% after landing the first hit.

How is this tested?

Snap Side Chop3P16713.1%
backdash into guardG1098.5%
crouch into Squat Straight2P1078.4%
forward dash into guardG886.9%
backdash into evade up403.1%
Valkyrie Low1K+G into Valkyrie Sword1K+GK352.7%
backdash into Leg Slicer2K+G342.7%
forward dash into Switch Kick4K312.4%
backdash into Switch Kick4K292.3%
forward dash into Leg Slicer2K+G251.9%
Snap Side Chop3P into Setup Combination3PK211.6%
kickK into punchP211.6%
backdash into Crescent Heel4K+G201.6%
backdash into backward movement201.6%
crouch dash back into evade down191.5%

161 further openings account for the other 513 rounds.

By stage type

Record against each character on walled and open stages, as Sarah

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun21–14 · 60%7–4 · 64%too few to test
El Blaze15–12 · 56%8–8 · 50%too few to test
Akira22–3 · 88%13–1 · 93%too few to test
Brad15–4 · 79%11–5 · 69%too few to test
Lion11–3 · 79%9–4 · 69%too few to test
Sarah7–8 · 47%11–1 · 92%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.

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 (16 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: 11 of 16 tests hold up