VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

heco1944

Career matches848
Career win rate59.7%
Round win rate58.4%
Peak rank36
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1740 #627 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

Sarah3684850634259.7%

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

442 of 442 rounds counted

8.0 inputs a second (479 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah8.0479442

By opponent's character

Jacky8.450553
Sarah8.349846
Brad7.746437
Goh8.048242
Jeffry8.248936
Kage7.343732
Akira8.450430
Aoi8.249025
Lau8.148621
El Blaze7.947219
Lei Fei7.746119
Wolf7.847018
Lion7.947216
Pai7.746117
Taka7.645412
Jean7.24307
Vanessa7.64569
Shun8.24943

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

Jacky1412285.7%+19.9
Sarah1210283.3%+10.9
Brad118372.7%+9.6
Goh114736.4%-41.7
Jeffry84450.0%-18.9
Kage84450.0%-0.7
Akira75271.4%+4.2
Aoi65183.3%+18.0
Lau64266.7%+6.1
El Blaze54180.0%+8.7
Lei Fei53260.0%-6.0
Wolf53260.0%-9.2
Lion42250.0%-11.2
Pai42250.0%-16.6
Taka330100.0%+29.9
Jean21150.0%+6.9
Vanessa220100.0%+26.6
Shun1010.0%-77.2

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

Low Fence1612475.0%+10.2
Open1411378.6%+4.7
Rectangle147750.0%-15.7
Breakable Full Fence117463.6%-8.1
Half Fence117463.6%+9.8
Octagon118372.7%+5.4
Breakable Half Fence107370.0%+2.6
Full Fence98188.9%+17.6
Full Fence and Open94544.4%-27.0
Single Wall75271.4%+18.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6666.7%65.9%+0.7
No walls3775.7%67.1%+8.6

Walls against open: -7.9 points (95% range -28.2 to +12.4), p 0.448 — 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

ワッパ (Rank 35)2026/10/04220100.0%
44884 (Rank 32)2026/10/04330100.0%
おこげ (Rank 36)2026/10/0421150.0%
滝太郎(Takitarou) (Rank 33)2026/10/04220100.0%
BANANA (Rank 32)2026/10/0487187.5%
ジャキる。 (Rank 33)2026/10/0432166.7%
のーむ (Rank 30)2026/08/0331233.3%
りゅうのすけ (Rank 31)2026/08/03220100.0%
Hi:D (Rank 34)2026/08/03220100.0%
たつやX (Rank 27)2026/08/0332166.7%
ぬっき~@17000枚でた (Rank 34)2026/07/1953260.0%
VanWinkle (Rank 30)2026/07/19220100.0%
poteto (Rank 34)2026/07/1942250.0%
tamaneen (Rank 29)2026/07/132020.0%
さいたま梅澤/T.Umezawa (Rank 30)2026/07/1332166.7%
yuzu (Rank 28)2026/07/13330100.0%
RyuKawa (Rank 31)2026/07/1243175.0%
HoAssYoAss (Rank 30)2026/07/122020.0%
【降格】山盛り (Rank 30)2026/07/0631233.3%
Jack (Rank 27)2026/07/0553260.0%
TAPIOKA (Rank 30)2026/07/05220100.0%
zakisan (Rank 37)2026/07/0531233.3%
Evolution.K (Rank 26)2026/07/05220100.0%
るりじゃいき (Rank 35)2026/07/052020.0%
CELIS (Rank 28)2026/06/30330100.0%

Round openings

Sarah

Career
506–342 · 59.7%
This season
114 matches · 66.7%
Peak rank
36

First hit in 58.4% of 440 rounds. Won 60.3% of the rounds they struck first, 55.2% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 40.2% of rounds, against 24.5% in their other rounds.
  • After opening the round before by backing off: waits first in 34.0% of rounds, against 18.5% after anything else.
  • In round 2: opens with “backdash into 2P+K Serpent Toe Kick” in 13.4% of rounds, against 3.6% in their other rounds.
  • Against Goh: opens with “8K+G Round Kick” in 19.0% of rounds, against 3.5% against everyone else.

How is this tested?

crouch into Snap Side Chop Double3PP286.3%
backdash into Serpent Toe Kick2P+K276.1%
backdash into evade down245.4%
Round Kick8K+G225.0%
crouch into Leg Slicer2K+G194.3%
backdash into Crescent Heel4K+G184.1%
backdash into evade up153.4%
evade up into crouch dash forward153.4%
evade up into punchP143.2%
crouch into Long Snap Side Chop3P+K132.9%
evade up into forward dash102.3%
crouch dash forward into guardG81.8%
evade down into crouch dash forward81.8%
punchP into Punch High KickPK81.8%
evade up into Jab StraightPP71.6%

115 further openings account for the other 206 rounds.

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 (14 here; about 0.7 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 14 tests hold up