VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

emespink

Career matches4,368
Career win rate51.2%
Round win rate49.8%
Peak rank29
Distinct opponents297
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1397 #2,663 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

Sarah294,3682,2362,13251.2%

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

3,104 of 3,455 rounds counted

9.4 inputs a second (564 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah9.45643,104

By opponent's character

Akira9.5572414
Aoi9.2550232
Lau9.3559215
Sarah9.4565236
Jacky9.5568205
Kage8.9533201
Wolf10.2610149
Goh9.7581158
Vanessa9.4562154
Pai9.3560135
El Blaze9.9595104
Shun8.9535131
Eileen9.1545115
Lion9.2551101
Jeffry9.4566107
Lei Fei9.2552113
Taka9.8585106
Brad9.2549100
Jean9.657795
Dural9.456233

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

Akira119675256.3%+8.4
Aoi63273642.9%-10.1
Lau62352756.5%+11.4
Sarah62332953.2%+4.1
Jacky61253641.0%-8.0
Kage53282552.8%+5.4
Wolf48232547.9%-4.2
Goh46232350.0%-1.7
Vanessa43162737.2%-7.3
Pai42231954.8%+4.7
El Blaze34191555.9%+7.1
Shun33132039.4%-13.7
Eileen31131841.9%-18.8
Lion2921872.4%+12.7
Jeffry28151353.6%+5.7
Lei Fei28101835.7%-11.1
Taka28171160.7%+13.0
Brad2791833.3%-7.3
Jean2681830.8%-15.2
Dural86275.0%+21.6

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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 Fence104505448.1%-3.1
Breakable Half Fence97534454.6%+2.9
Single Wall94474750.0%+2.2
Rectangle93415244.1%-4.9
Octagon90385242.2%-5.9
Open81453655.6%+6.4
Full Fence70353550.0%-1.8
Breakable Full Fence69393056.5%+6.8
Half Fence66333350.0%+1.9
Full Fence and Open63303347.6%-0.4

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
Walls48549.3%49.7%-0.4
No walls27950.9%49.6%+1.3

Walls against open: -1.8 points (95% range -9.9 to +6.4), p 0.673 — 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

D_RAMY_M (Rank 30)2026/10/1871614.3%
Iei-Taicho-0624 (Rank 36)2026/10/18170170.0%
abo_Sami__M (Rank 26)2026/10/1836201655.6%
TAIDADA (Rank 26)2026/10/171321115.4%
Lucas (Rank 26)2026/10/12168850.0%
Semrosto (Rank 34)2026/10/1172528.6%
Semrosto (Rank 30)2026/09/3094544.4%
GiantKiller1192 (Rank 15)2026/09/1593633.3%
たけし (Rank 25)2026/09/1575271.4%
frozen_fish (Rank 23)2026/09/1276185.7%
e4r (Rank 23)2026/09/1020200100.0%
gundam_mk20 (Rank 27)2026/08/051531220.0%
オージ (Rank 27)2026/07/311871138.9%
finalkinoko (Rank 18)2026/07/3071614.3%
HayLongBae (Rank 16)2026/07/30770100.0%
M3GAN2.0 (Rank 27)2026/07/2983537.5%
wavy_route9 (Rank 21)2026/07/25107370.0%
jackgnhang (Rank 29)2026/06/2973442.9%
がんぴーさん【S.R.G.M】 (Rank 24)2026/06/28106460.0%
6132da (Rank 26)2026/06/22119281.8%
orz (Rank 29)2026/06/2292722.2%
ryu2811 (Rank 24)2026/06/1076185.7%
tamura999 (Rank 29)2026/06/042151623.8%
suminodojacky (Rank 25)2026/06/0462433.3%
cokeshi (Rank 27)2026/06/0373442.9%

Round openings

Sarah

Career
2,236–2,132 · 51.2%
This season
871 matches · 49.5%
Peak rank
29

First hit in 54.7% of 3,075 rounds. Won 54.0% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 31.5% of rounds, against 24.5% in their other rounds.
  • Against Jacky: backs off first in 53.0% of rounds, against 34.1% against everyone else.
  • After opening the round before by backing off: backs off first in 40.1% of rounds, against 30.0% after anything else.
  • After losing a round: waits first in 37.5% of rounds, against 31.9% after winning one.
  • When ahead: backs off first in 37.6% of rounds, against 31.8% when level or behind.
  • In round 1: opens with “backdash into 4K+G Crescent Heel” in 13.9% of rounds, against 9.5% in their other rounds.
  • Against Jacky: opens with “backdash into 4K+G Crescent Heel” in 20.5% of rounds, against 10.0% against everyone else.

How is this tested?

backdash into Crescent Heel4K+G32910.6%
Hide Side Kick (Deflect)P+K1956.3%
backdash into Valkyrie Sword1K+GK1274.1%
Breeze Shot6P+K into Wind Knuckle6P+KP1133.6%
backdash into Full Spin Heel Kick9K1083.5%
backdash into Wind Knuckle6P+KP1043.4%
crouch into Snap Side Chop3P852.7%
backdash into evade up802.6%
crouch into Valkyrie Sword1K+GK802.6%
guardG into Wind Knuckle6P+KP752.4%
guardG into crouch692.2%
guardG into Hide Side Kick (Deflect)P+K632.0%
guardG612.0%
Queen Bee Needle66K+G591.9%
Wind Knuckle6P+KP into Storm Combination6P+KPK521.7%

230 further openings account for the other 1,497 rounds.

Counted from 779 of the 871 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
Akira40–28 · 59%18–12 · 60%+1.4
Lau23–12 · 66%10–8 · 56%too few to test
Sarah18–19 · 49%7–5 · 58%too few to test
Jacky11–17 · 39%8–8 · 50%too few to test
Aoi15–15 · 50%6–10 · 38%too few to test
Goh7–9 · 44%13–10 · 57%too few to test
Kage11–10 · 52%9–9 · 50%too few to test
Pai12–13 · 48%5–6 · 45%too few to test
Wolf13–11 · 54%6–5 · 55%too few to test
Vanessa6–14 · 30%7–8 · 47%too few to test
El Blaze10–11 · 48%8–2 · 80%too few to test
Lion6–1 · 86%9–4 · 69%too few to test
Brad5–15 · 25%4–2 · 67%too few to test
Eileen6–6 · 50%3–9 · 25%too few to test
Jean5–10 · 33%1–4 · 20%too few to test
Jeffry8–7 · 53%3–4 · 43%too few to test
Shun7–5 · 58%2–8 · 20%too few to test
Lei Fei4–9 · 31%3–3 · 50%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.

92 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: 7 of 16 tests hold up