VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

RustyTachikoma

Career matches3,718
Career win rate33.0%
Round win rate44.3%
Peak rank25
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1426 #2,491 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

Sarah253,7181,2282,49033.0%

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

1,359 of 1,421 rounds counted

5.3 inputs a second (317 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.33171,359

By opponent's character

Goh5.5331187
Lion5.2315167
Pai4.7283158
Akira5.3317127
Aoi5.2309144
Sarah5.733977
Wolf5.734477
Vanessa6.237481
Jeffry4.929547
Shun5.834753
Jean5.532954
Jacky4.124338
Taka3.822927
El Blaze5.332034
Kage5.231034
Lei Fei5.532826
Dural6.840517
Lau5.130511

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

Goh45162935.6%-2.9
Lion44152934.1%+1.1
Pai41221953.7%+5.3
Akira36142238.9%+13.0
Aoi36171947.2%-7.6
Sarah2291340.9%+10.3
Wolf20101050.0%+3.2
Vanessa1951426.3%-13.6
Jeffry1661037.5%-3.3
Shun147750.0%+15.6
Jean135838.5%+4.2
Jacky105550.0%+9.9
Taka103730.0%-20.8
El Blaze93633.3%-15.6
Kage9090.0%-43.3
Lei Fei72528.6%+17.6
Dural51420.0%-5.2
Lau31233.3%-2.8

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

Breakable Full Fence47192840.4%+11.6
Breakable Half Fence47202742.5%+5.7
Full Fence47182938.3%-7.7
Single Wall40202050.0%+8.8
Low Fence39122730.8%-13.2
Rectangle38172144.7%+8.2
Octagon33112233.3%-13.6
Half Fence2691734.6%-3.5
Open2481633.3%+0.6
Full Fence and Open2020.0%-53.3

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23839.5%38.7%+0.8
No walls10338.8%40.1%-1.3

Walls against open: +2.1 points (95% range -10.0 to +14.1), p 0.738 — 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

speedymat (Rank 29)2026/10/17189950.0%
Drawn_ (Rank 30)2026/10/1673442.9%
LionClawX (Rank 27)2026/10/15102820.0%
TommyVF (Rank 27)2026/10/1564266.7%
BloodyRoseVF (Rank 39)2026/10/11102820.0%
skywalkeR78081 (Rank 27)2026/10/1183537.5%
Onpwnage (Rank 33)2026/09/27126650.0%
Itesmee (Rank 26)2026/09/27138561.5%
NaughtNaught (Rank 32)2026/09/152791833.3%
goodjay (Rank 25)2026/09/126060.0%
Saago_65 (Rank 33)2026/09/11145935.7%
Kamille★修正パンチ (Rank 45)2026/09/04121118.3%
Kingheim (Rank 43)2026/09/021941521.1%
LordBaconTheBoss (Rank 26)2026/08/301210283.3%
Lasdow (Rank 27)2026/08/307070.0%
Ilyricio (Rank 24)2026/08/2927151255.6%
Rodryu (Rank 33)2026/08/2353260.0%
SDrakeo (Rank 29)2026/08/22116554.5%
Psilo (Rank 24)2026/08/2254180.0%
RJOHNSON0001 (Rank 25)2026/08/0253260.0%
Lightwing (Rank 41)2026/07/2272528.6%
Rajasan (Rank 11)2026/06/2953260.0%
Dadino67italy (Rank 33)2026/06/2562433.3%
JonsterUK (Rank 25)2026/06/1992722.2%
erictheworldisblack (Rank 26)2026/06/137070.0%

Round openings

Sarah

Career
1,228–2,490 · 33.0%
This season
359 matches · 39.3%
Peak rank
25

First hit in 46.6% of 1,253 rounds. Won 46.9% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 29.7% of rounds, against 8.3% in their other rounds.
  • In round 1: opens with “G guard” in 15.9% of rounds, against 3.6% in their other rounds.
  • Against Sarah: opens with “66K Stiletto” in 17.1% of rounds, against 5.0% against everyone else.
  • After opening the round before with “backdash into 4P+K Double Rise Kick”: opens with “44P Back Knuckle Turn” in 18.2% of rounds, against 5.5% after anything else.

How is this tested?

Back Knuckle Turn44P into crouch15312.1%
guardG856.7%
backdash into Double Rise Kick4P+K826.5%
Back Knuckle Turn44P766.0%
Stiletto66K725.7%
evade down645.1%
Rising Elbow6P into Double Joint Butt6PK433.4%
Wind Knuckle6P+KP into Storm Combination6P+KPK413.2%
Sharpsword44K into Sharpsword Combo44KK393.1%
Somersault Kick7K362.9%
no input272.1%
Sharpsword44K into crouch241.9%
evade down into throwP+G221.7%
Breeze Shot6P+K into Wind Knuckle6P+KP181.4%
evade down into guardG181.4%

136 further openings account for the other 464 rounds.

Counted from 320 of the 359 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
Goh10–21 · 32%4–7 · 36%too few to test
Lion6–19 · 24%5–7 · 42%too few to test
Akira11–12 · 48%3–10 · 23%too few to test
Pai10–11 · 48%8–6 · 57%too few to test
Aoi8–10 · 44%7–7 · 50%too few to test
Sarah6–6 · 50%3–5 · 38%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.

39 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 (15 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 15 tests hold up