VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

HanshinHyouronka

Career matches6,564
Career win rate40.6%
Round win rate44.3%
Peak rank25
Distinct opponents170
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1300 #3,123 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

Sarah256,5642,6643,90040.6%

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

2,059 of 2,749 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.83472,059

By opponent's character

Akira5.8350379
Sarah5.8347195
Shun5.5332132
Aoi5.7341145
Jeffry5.8346133
Lion5.9352143
Goh5.8347142
El Blaze5.7339122
Jacky6.035867
Wolf5.835096
Jean5.7343108
Pai6.2372102
Lau6.338038
Vanessa5.532966
Kage5.835048
Brad5.935538
Eileen5.734232
Lei Fei5.533032
Taka5.834941

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

Akira128596946.1%+4.1
Sarah62224035.5%-7.0
Shun53252847.2%+3.1
Aoi46262056.5%+17.5
Jeffry45172837.8%-4.9
Lion43182541.9%+2.6
Goh41132831.7%-11.5
El Blaze39122730.8%-3.2
Jacky3973217.9%-19.4
Wolf34112332.4%-4.4
Jean2762122.2%-8.7
Pai27121544.4%+15.0
Lau21111052.4%+16.7
Vanessa2012860.0%+26.9
Kage1741323.5%-25.2
Brad138561.5%+4.6
Eileen104640.0%+4.0
Lei Fei105550.0%+18.8
Taka101910.0%-30.9
Dural1010.0%-2.7

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Rectangle90424846.7%+3.5
Low Fence83305336.1%-5.8
Half Fence77334442.9%-1.8
Octagon76265034.2%-1.2
Single Wall76314540.8%+2.6
Breakable Half Fence65283743.1%+3.6
Open60194131.7%-3.0
Full Fence54193535.2%-5.1
Breakable Full Fence50203040.0%+0.2
Full Fence and Open38132534.2%-2.4

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
Walls41240.8%40.7%+0.1
No walls21936.5%38.4%-1.9

Walls against open: +2.0 points (95% range -6.3 to +10.3), p 0.640 — 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

サーちゃん (Rank 23)2026/10/171961331.6%
omuretukun (Rank 24)2026/10/1637122532.4%
a39611619 (Rank 21)2026/10/152621580.8%
48歳技覚えられないよ (Rank 27)2026/10/151861233.3%
委員ちょ@レバレス練習 (Rank 21)2026/10/1576185.7%
みらめたる (Rank 21)2026/10/141512380.0%
meine (Rank 23)2026/10/148080.0%
HayanieMozu (Rank 22)2026/10/141981142.1%
kimxxxtt (Rank 22)2026/10/0662433.3%
フォアグラVtuber (Rank 23)2026/09/16124833.3%
dalmax72 (Rank 23)2026/09/1629181162.1%
ねこ吉 (Rank 25)2026/09/1464266.7%
スタンプジャンパー (Rank 22)2026/09/10136746.1%
6132da (Rank 26)2026/08/30125741.7%
ぽこぺん太2nd (Rank 25)2026/08/238080.0%
potimaru1059 (Rank 22)2026/08/0395455.6%
うさぎ帝国 (Rank 24)2026/08/02112918.2%
GWO (Rank 25)2026/08/0262433.3%
伍の人 (Rank 29)2026/07/2561516.7%
コデリン03 (Rank 21)2026/07/19770100.0%
ぽん (Rank 26)2026/07/1637102727.0%
Multipla (Rank 25)2026/06/1284450.0%
shiphon74 (Rank 26)2026/06/0295455.6%
ttfour@サラしかできないw (Rank 22)2026/05/28137653.9%
kuni_sato (Rank 23)2026/05/1461516.7%

Round openings

Sarah

Career
2,664–3,900 · 40.6%
This season
686 matches · 39.8%
Peak rank
25

First hit in 52.9% of 2,556 rounds. Won 46.1% of the rounds they struck first, 41.8% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 21.1% of rounds, against 9.9% in their other rounds.
  • Against Wolf: waits first in 41.7% of rounds, against 21.6% against everyone else.
  • On Rectangle stages: moves in first in 4.4% of rounds, against 1.5% on the other stages.
  • In round 4 or later: opens with “crouch into 3P+K Long Snap Side Chop” in 14.0% of rounds, against 8.5% in their other rounds.
  • Against Shun: opens with “6P Rising Elbow” in 22.2% of rounds, against 6.9% against everyone else.

How is this tested?

crouch into Long Snap Side Chop3P+K2549.9%
evade up2409.4%
Rising Elbow6P2068.0%
Snap Side Chop3P1435.6%
evade down1325.2%
guardG1285.0%
Quick Knee6K into Quick Knee and Toe Kick6KK1114.3%
backdash into guardG903.5%
punchP712.8%
throwP+G632.5%
kickK582.3%
backdash into Crescent Heel4K+G562.2%
backdash542.1%
Hide Side Kick (Deflect)P+K481.9%
evade up into Jackknife Kick3K471.8%

180 further openings account for the other 861 rounds.

Counted from 639 of the 686 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
Akira38–43 · 47%13–14 · 48%too few to test
Sarah6–20 · 23%9–13 · 41%too few to test
Shun13–18 · 42%7–9 · 44%too few to test
Jeffry11–25 · 31%6–3 · 67%too few to test
Lion8–12 · 40%10–10 · 50%too few to test
Aoi16–12 · 57%2–3 · 40%too few to test
El Blaze5–8 · 38%4–16 · 20%too few to test
Jacky2–19 · 10%3–11 · 21%too few to test
Goh8–17 · 32%1–7 · 12%too few to test
Wolf3–7 · 30%8–14 · 36%too few to test
Pai8–11 · 42%2–4 · 33%too few to test
Lau9–8 · 53%1–1 · 50%too few to test
Jean3–11 · 21%0–5 · 0%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.

47 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 (18 here; about 0.9 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: 5 of 18 tests hold up