VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

chaingrabs

Career matches2,432
Career win rate42.0%
Round win rate49.5%
Peak rank26
Distinct opponents165
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1464 #2,243 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

Sarah262,4321,0221,41042.0%

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

2,223 of 2,412 rounds counted

5.0 inputs a second (300 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.03002,223

By opponent's character

Pai5.2312243
Shun4.9294230
Sarah4.7281163
Jeffry5.2314168
Akira4.8287144
Lion5.0297146
Goh5.0300138
Jacky5.1303112
Jean4.9293119
Kage4.7284109
Eileen5.0301100
Vanessa5.331668
Brad5.130970
Lei Fei5.130486
Taka5.029776
El Blaze5.030169
Wolf5.231461
Lau5.231359
Aoi5.029859
Dural5.43223

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

Pai69284140.6%-9.0
Shun58263244.8%+1.2
Sarah50272354.0%+3.5
Jeffry45212446.7%+0.2
Akira39182146.1%-0.1
Lion39122730.8%-16.9
Goh3531488.6%+34.8
Jacky34151944.1%-2.5
Jean34151944.1%-8.6
Kage30191163.3%+11.6
Eileen25101540.0%-11.8
Vanessa2213959.1%+0.8
Brad2181338.1%-5.3
Lei Fei2091145.0%+11.0
Taka2071335.0%-8.2
El Blaze1971236.8%-5.6
Wolf1910952.6%+10.8
Lau1711664.7%+12.4
Aoi1661037.5%-9.1
Dural1010.0%-25.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Breakable Full Fence76274935.5%-13.8
Breakable Half Fence72343847.2%+0.2
Full Fence68392957.4%+6.1
Octagon61382362.3%+17.0
Half Fence57253243.9%-0.5
Rectangle57263145.6%-2.4
Low Fence56342260.7%+12.4
Single Wall52203238.5%-16.2
Open50272354.0%+9.7
Full Fence and Open36142238.9%-3.6

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
Walls39148.3%47.7%+0.6
No walls15851.3%49.3%+1.9

Walls against open: -1.3 points (95% range -10.6 to +8.0), p 0.781 — 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

MashPotatoTower (Rank 28)2026/10/1771614.3%
Keris (Rank 26)2026/10/0376185.7%
EPARegulations (Rank 21)2026/09/2676185.7%
Chao-One (Rank 22)2026/09/18880100.0%
PeliaDoorKarazteco (Rank 30)2026/09/1371614.3%
Kaashif (Rank 24)2026/09/1371614.3%
RobtheStone (Rank 24)2026/09/1393633.3%
PeerC001 (Rank 24)2026/09/1272528.6%
robib (Rank 23)2026/09/1285362.5%
THEWEIAND (Rank 24)2026/09/09135838.5%
BillCutting0666 (Rank 23)2026/09/08880100.0%
Reginald_Greene (Rank 27)2026/09/0693633.3%
Kungfuhustle99 (Rank 29)2026/09/0372528.6%
babo209 (Rank 27)2026/08/30126650.0%
Cooljerk (Rank 22)2026/08/3076185.7%
ksmcm (Rank 21)2026/08/2485362.5%
ulilb1ckard (Rank 25)2026/08/2372528.6%
mobo2000 (Rank 22)2026/08/18117463.6%
arthurx13_us (Rank 21)2026/07/2512120100.0%
lilpuncake123 (Rank 28)2026/07/1773442.9%
HangryMunch (Rank 28)2026/06/28104640.0%
Garou_7 (Rank 21)2026/06/0798188.9%
ISAIK (Rank 21)2026/06/06104640.0%
PhaserCatGamesLLC (Rank 22)2026/05/2792722.2%
fivey70 (Rank 25)2026/05/271861233.3%

Round openings

Sarah

Career
1,022–1,410 · 42.0%
This season
613 matches · 47.8%
Peak rank
26

First hit in 49.1% of 2,371 rounds. Won 52.5% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 17.5% of rounds, against 8.3% in their other rounds.
  • Against El Blaze: moves in first in 4.3% of rounds, against 0.7% against everyone else.
  • After the opponent opened the round before by backing off: backs off first in 55.0% of rounds, against 44.0% after anything else.
  • In round 4 or later: opens with “7K Somersault Kick” in 5.2% of rounds, against 3.1% in their other rounds.
  • Against Jeffry: opens with “7K Somersault Kick” in 8.4% of rounds, against 3.2% against everyone else.
  • After winning a round: opens with “7K Somersault Kick” in 7.0% of rounds, against 2.1% after losing one.
  • When ahead: opens with “7K Somersault Kick” in 7.1% of rounds, against 2.8% when level or behind.

How is this tested?

kickK44618.7%
backdash27011.3%
backdash into kickK1747.3%
Somersault Kick7K863.6%
backdash into Dragon Smash Cannon1K803.4%
evade down602.5%
guardG602.5%
no input512.1%
backdash into Switch Kick4K502.1%
Rising Elbow6P into Double Joint Butt6PK482.0%
Hide Side Kick (Deflect)P+K441.9%
backdash into guardG391.6%
crouch dash back361.5%
evade up into Somersault Kick7K361.5%
punchP351.5%

191 further openings account for the other 865 rounds.

Counted from 604 of the 613 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
Pai21–23 · 48%7–12 · 37%too few to test
Shun21–22 · 49%5–8 · 38%too few to test
Sarah18–19 · 49%7–2 · 78%too few to test
Jeffry14–17 · 45%2–0 · 100%too few to test
Akira12–14 · 46%6–7 · 46%too few to test
Goh16–1 · 94%9–3 · 75%too few to test
Lion4–15 · 21%6–6 · 50%too few to test
Jacky6–3 · 67%3–10 · 23%too few to test
Jean7–17 · 29%8–2 · 80%too few to test
Kage16–7 · 70%2–2 · 50%too few to test
Eileen5–6 · 45%5–7 · 42%too few to test
Vanessa8–3 · 73%3–3 · 50%too few to test
Brad3–6 · 33%4–4 · 50%too few to test
Lei Fei6–4 · 60%2–5 · 29%too few to test
Taka6–9 · 40%0–2 · 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.

9 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: 7 of 18 tests hold up