VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

naosuke0402

  • Aoi
  • Pai
Career matches408
Career win rate67.4%
Round win rate57.6%
Peak rank28
Distinct opponents8
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1532 Not ranked yet: the list needs 50 matches. See 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

Sarah282911959667.0%
Aoi27113793469.9%
Pai2141325.0%

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

59 of 59 rounds counted

7.0 inputs a second (418 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Aoi6.840934
Pai7.544814
Sarah6.840811

By opponent's character

Aoi7.243110
Lau7.544814
Lion6.53919
Pai6.84077
Sarah6.84108
El Blaze6.74023
Lei Fei6.84103
Wolf6.94135

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

Aoi32166.7%+6.9
Lau31233.3%-32.6
Lion32166.7%+11.4
Pai220100.0%+37.0
Sarah21150.0%-23.0
El Blaze1010.0%-68.9
Lei Fei110100.0%+23.5
Wolf110100.0%+56.3

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 Half Fence53260.0%-6.8
Breakable Full Fence43175.0%+20.1
Open31233.3%-32.6
Half Fence1010.0%-68.9
Low Fence110100.0%+34.5
Octagon110100.0%+23.5
Rectangle110100.0%+56.3

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
Walls1266.7%62.7%+3.9
No walls450.0%61.8%-11.8

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

nasumiso (Rank 28)32166.7%
super_style (Rank 18)31233.3%
壱色淸淨 (Rank 26)32166.7%
37 (Rank 26)21150.0%
ゅろぽ (Rank 25)220100.0%
Penoco (Rank 24)110100.0%
orz (Rank 29)110100.0%
poco/ぽこ (Rank 27)1010.0%

Most played opponents, most recent first

super_style (Rank 18)2026/09/0631233.3%
37 (Rank 26)2026/07/1321150.0%
poco/ぽこ (Rank 27)2026/07/131010.0%
nasumiso (Rank 28)2026/07/1332166.7%
Penoco (Rank 24)2026/07/13110100.0%
ゅろぽ (Rank 25)2026/06/28220100.0%
orz (Rank 29)2026/06/28110100.0%
壱色淸淨 (Rank 26)2026/06/2832166.7%

Round openings

Every character

forward movement into punchP46.8%
backdash into back punch+kick+guard4P+K+G35.1%
Shinchuzuki (Deflect)236P+K23.4%
backdash into Soushouda46P+K23.4%
backdash into evade up23.4%
crouch into Kusanagi2K+G23.4%
crouch into Sodeshinken33P+K23.4%
evade down into Round Kick8K+G23.4%
evade down into forward dash23.4%
forward dash into Tenchi In'youP+K+G23.4%
Ensei Haijinkyaku7K+G11.7%
Hide Side Kick (Deflect)P+K11.7%
Meishouho4P+K+G11.7%
Ouda6P+K11.7%
Snap Side Chop3P11.7%

31 further openings account for the other 31 rounds.

Aoi

Career
79–34 · 69.9%
This season
10 matches · 80.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into back punch+kick+guard4P+K+G38.8%
Shinchuzuki (Deflect)236P+K25.9%
backdash into Soushouda46P+K25.9%
crouch into Kusanagi2K+G25.9%
crouch into Sodeshinken33P+K25.9%
forward dash into Tenchi In'youP+K+G25.9%
forward movement into punchP25.9%
Ouda6P+K12.9%
Soushouda46P+K12.9%
backdash into Ouda6P+K12.9%
backdash into Sou'unha66K12.9%
backdash into throwP+G12.9%
crouch dash back into Maegeri3K12.9%
crouch dash back into Raijinha6K12.9%
crouch dash forward into Maegeri3K12.9%

11 further openings account for the other 11 rounds.

Pai

Career
1–3 · 25.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up214.3%
evade down into forward dash214.3%
Ensei Haijinkyaku7K+G17.1%
Meishouho4P+K+G17.1%
backdash into Enbu Renkyaku6K+G17.1%
backdash into Honrakukyaku46K+G17.1%
backdash into Ryoushou6P+K17.1%
evade down into Danshitsu Senshou6KP17.1%
evade down into Senchuken6P17.1%
evade up into Danshitsu Senshou6KP17.1%
forward movement into RenshouPP17.1%
forward movement into punchP17.1%

Sarah

Career
195–96 · 67.0%
This season
3 matches · 33.3%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Round Kick8K+G218.2%
Hide Side Kick (Deflect)P+K19.1%
Snap Side Chop3P19.1%
backdash into Quick Knee6K19.1%
backdash into Switch Kick4K19.1%
crouch dash back into Round Kick8K+G19.1%
crouch dash back into Snap Side Chop3P19.1%
crouch dash back into Valkyrie Flight9K+G19.1%
forward movement into kickK19.1%
forward movement into punchP19.1%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Aoi: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Sarah: not tested (too few rounds)