VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

MisterDingle

Career matches1,589
Career win rate51.9%
Round win rate50.5%
Peak rank30
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1496 #2,042 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

Sarah301,58982576451.9%

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

744 of 1,117 rounds counted

5.5 inputs a second (333 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.5333744

By opponent's character

Sarah5.4326110
Shun5.6336110
Pai5.935354
Goh5.331772
Akira5.432444
Kage5.633723
Aoi5.834748
Jacky5.834557
Lei Fei5.532862
El Blaze5.734048
Lion5.633430
Jean5.231027
Brad5.331617
Jeffry5.533218
Lau5.633618
Taka5.43256

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

Sarah34132138.2%-17.4
Shun32131940.6%+4.7
Pai23111247.8%+2.4
Goh2071335.0%-5.2
Akira1971236.8%-26.0
Kage1913668.4%+22.4
Vanessa1915479.0%+30.0
Aoi1861233.3%-16.1
Jacky1871138.9%-6.8
Lei Fei1810855.6%-0.6
El Blaze1711664.7%+9.1
Lion116554.5%+6.6
Jean104640.0%+6.3
Brad95455.6%+1.4
Jeffry54180.0%+23.2
Lau53260.0%-6.7
Eileen220100.0%+17.7
Taka220100.0%+4.9
Wolf2020.0%-26.0

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

Rectangle47252253.2%+6.5
Open36221461.1%+8.1
Octagon35191654.3%-0.3
Half Fence33112233.3%-9.7
Breakable Full Fence28121642.9%-11.4
Low Fence24131154.2%+9.5
Breakable Half Fence1881044.4%-0.7
Single Wall1851327.8%-23.1
Full Fence159660.0%+13.1
Full Fence and Open123925.0%-19.2

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17647.7%48.6%-0.9
No walls7851.3%50.3%+0.9

Walls against open: -1.8 points (95% range -16.5 to +12.9), p 0.812 — 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

rich.tapestry (Rank 30)2026/09/0272528.6%
Splatgoon (Rank 26)2026/09/0251420.0%
LethalLegendK (Rank 33)2026/08/311331023.1%
suna19 (Rank 32)2026/08/31125741.7%
Papirrín (Rank 28)2026/08/3163350.0%
OmegaBankai (Rank 28)2026/08/3162433.3%
MashPotatoTower (Rank 28)2026/08/2164266.7%
ObviousCreed (Rank 27)2026/08/0471614.3%
TerryIrvin (Rank 33)2026/07/31102820.0%
IphanatikI (Rank 33)2026/07/1663350.0%
JAWattack (Rank 30)2026/07/1661516.7%
DatDemo (Rank 27)2026/07/1085362.5%
math_u_355/113 (Rank 29)2026/07/10105550.0%
GrundleBuster™ (Rank 27)2026/07/0254180.0%
hgamery (Rank 32)2026/06/3054180.0%
Crashing_Blow2003 (Rank 33)2026/06/19104640.0%
evoyd (Rank 26)2026/06/1654180.0%
seedash (Rank 31)2026/06/1651420.0%
itrap (Rank 28)2026/05/21117463.6%
Kaashif (Rank 25)2026/05/1664266.7%
NoOneSpecific (Rank 27)2026/05/09119281.8%
Jiikae (Rank 28)2026/05/0982625.0%
SWAT1107 (Rank 30)2026/05/0582625.0%
AAmateur (Rank 24)2026/04/2586275.0%
UltimateFireball (Rank 24)2026/04/0362433.3%

Round openings

Sarah

Career
825–764 · 51.9%
This season
283 matches · 49.1%
Peak rank
30

First hit in 55.3% of 1,113 rounds. Won 53.5% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 11.7% of rounds, against 5.3% in their other rounds.
  • Against Sarah: moves in first in 16.8% of rounds, against 1.7% against everyone else.
  • On Breakable Half Fence stages: moves in first in 13.7% of rounds, against 3.2% on the other stages.
  • After landing the first hit of the round before: backs off first in 15.3% of rounds, against 10.9% after being hit first.
  • In round 2: opens with “K kick into P punch” in 25.4% of rounds, against 10.4% in their other rounds.
  • Against El Blaze: opens with “66K Stiletto” in 23.5% of rounds, against 7.2% against everyone else.
  • On Low Fence stages: opens with “backdash into 4K+G Crescent Heel” in 22.0% of rounds, against 7.5% on the other stages.
  • After opening the round before with “66K Stiletto”: opens with “66K Stiletto” in 23.8% of rounds, against 7.6% after anything else.
  • After winning a round: opens with “K kick into P punch” in 24.2% of rounds, against 11.0% after losing one.

How is this tested?

kickK into punchP15814.1%
Snap Side Chop3P into Setup Combination3PK1099.8%
backdash into Crescent Heel4K+G1049.3%
Stiletto66K928.2%
Long Snap Side Chop3P+K827.3%
Hide Side Kick (Deflect)P+K585.2%
crouch into Long Snap Side Chop3P+K585.2%
evade up544.8%
evade down454.0%
Low Spin Kick3K+G232.1%
forward dash into Quick Knee6K201.8%
backdash151.3%
crouch into Low Spin Kick3K+G141.2%
forward dash into Low Spin Kick3K+G141.2%
backdash into evade down131.2%

84 further openings account for the other 259 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah10–5 · 67%3–14 · 18%too few to test
Shun6–10 · 38%2–6 · 25%too few to test
Pai5–9 · 36%6–3 · 67%too few to test
Goh3–7 · 30%3–2 · 60%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: 9 of 16 tests hold up