VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

rikiyan-999

Career matches5,274
Career win rate48.5%
Round win rate47.7%
Peak rank30
Distinct opponents172
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1534 #1,784 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

Sarah305,2742,5562,71848.5%

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

1,545 of 1,789 rounds counted

5.7 inputs a second (341 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.73411,545

By opponent's character

Akira5.6335259
Wolf5.7343229
Jacky5.8347164
Aoi5.734092
Jeffry5.835097
Sarah5.734283
Shun5.834687
Jean5.633772
Goh5.633888
Vanessa5.532874
Lion5.533268
Kage5.533054
Lau5.935345
Lei Fei5.834956
Brad5.734044
El Blaze5.533121
Pai5.93547
Taka5.63345

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

Akira72314143.1%-5.5
Wolf56263046.4%-0.9
Jacky44222250.0%+6.3
Aoi31161551.6%+0.1
Jeffry2992031.0%-15.0
Sarah24141058.3%+13.0
Shun2491537.5%-10.5
Jean2314960.9%+15.9
Goh2291340.9%-2.9
Vanessa2081240.0%-7.5
Lion1851327.8%-14.1
Kage1751229.4%-13.5
Lau157846.7%-1.7
Lei Fei158753.3%+1.6
Brad128466.7%+28.0
El Blaze64266.7%+28.3
Pai53260.0%+12.6
Taka330100.0%+47.6
Eileen220100.0%+48.8

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Low Fence55302554.5%+10.4
Single Wall51193237.2%-6.5
Half Fence49252451.0%+2.3
Open48242450.0%+4.0
Full Fence46202643.5%-6.0
Breakable Half Fence44212347.7%+4.2
Octagon39172243.6%-4.7
Rectangle36181850.0%-0.0
Breakable Full Fence31151648.4%+4.5
Full Fence and Open1551033.3%-11.7

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
Walls24547.3%47.4%-0.1
No walls15447.4%44.9%+2.5

Walls against open: -2.6 points (95% range -13.7 to +8.6), p 0.653 — 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 30)2026/10/0586275.0%
jackgnhang (Rank 27)2026/10/0443175.0%
calmknight[냠냠] (Rank 30)2026/09/2594544.4%
鳩男 (Rank 31)2026/09/2462433.3%
tamaneen (Rank 29)2026/09/235050.0%
ガリバー (Rank 31)2026/09/14550100.0%
タイヨウ (Rank 32)2026/09/1386275.0%
Sinabro (Rank 29)2026/09/1341325.0%
こて (Rank 27)2026/09/0742250.0%
クロサギ@はなちゃん (Rank 29)2026/09/0441325.0%
獣王(設定2) (Rank 29)2026/09/0441325.0%
tanechin (Rank 26)2026/08/3172528.6%
tatsuya_doragon8741 (Rank 28)2026/08/3151420.0%
TOMORV (Rank 26)2026/08/3052340.0%
楽天アキラ (Rank 30)2026/08/2451420.0%
うめおに。 (Rank 30)2026/08/2053260.0%
komainu (Rank 27)2026/08/1752340.0%
syounai (Rank 29)2026/08/0393633.3%
Light (Rank 29)2026/08/0273442.9%
改悪 (Rank 30)2026/07/2775271.4%
BANANA (Rank 29)2026/07/1997277.8%
★★★★★ (Rank 29)2026/07/0552340.0%
La@Stea☆ (Rank 27)2026/06/0741325.0%
MikuMartineau (Rank 30)2026/06/0564266.7%
CELIS (Rank 28)2026/06/0342250.0%

Round openings

Sarah

Career
2,556–2,718 · 48.5%
This season
438 matches · 46.4%
Peak rank
30

First hit in 50.3% of 1,727 rounds. Won 51.7% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 17.5% of rounds, against 9.3% in their other rounds.
  • Against Akira: evades first in 6.8% of rounds, against 2.2% against everyone else.
  • In round 1: opens with “P+K Hide Side Kick (Deflect)” in 9.2% of rounds, against 3.6% in their other rounds.
  • Against Akira: opens with “P+K Hide Side Kick (Deflect)” in 11.2% of rounds, against 3.7% against everyone else.

How is this tested?

Sharpsword44K1347.7%
backdash into Crescent Heel4K+G1206.9%
Hide Side Kick (Deflect)P+K865.0%
punchP into Jab StraightPP744.3%
Switch Kick4K714.1%
Long Snap Side Chop3P+K683.9%
backdash into Serpent Toe Kick2P+K573.3%
Snap Side Chop3P563.2%
Snap Side Chop3P into Snap Side Chop Double3PP492.8%
guardG into evade down492.8%
Stiletto66K432.5%
punchP412.4%
punchP into Switch Kick4K342.0%
Sharpsword44K into Sharpsword Combo44KK301.7%
backdash into Full Spin Heel Kick9K291.7%

156 further openings account for the other 791 rounds.

Counted from 424 of the 438 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
Akira15–19 · 44%15–16 · 48%-3.6
Wolf15–15 · 50%9–13 · 41%too few to test
Jacky11–13 · 46%10–6 · 62%too few to test
Aoi12–6 · 67%3–7 · 30%too few to test
Jeffry2–11 · 15%3–6 · 33%too few to test
Sarah8–7 · 53%6–3 · 67%too few to test
Shun7–10 · 41%2–3 · 40%too few to test
Goh4–8 · 33%3–4 · 43%too few to test
Jean9–7 · 56%3–1 · 75%too few to test
Vanessa3–9 · 25%5–3 · 62%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.

14 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 (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: 4 of 16 tests hold up