VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

サーちゃん

Career matches10,203
Career win rate32.4%
Round win rate43.5%
Peak rank24
Distinct opponents429
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1329 #3,007 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

Sarah2410,2033,3106,89332.4%

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

6,481 of 7,814 rounds counted

7.6 inputs a second (455 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.64556,481

By opponent's character

Akira7.3437791
Wolf8.1484657
Jacky7.4446527
Sarah7.6456536
Pai7.5448351
Aoi7.6457421
Shun7.5450415
Kage7.8471356
Vanessa7.3439310
Lion7.7459331
Jeffry7.3441267
Lau7.5452239
Goh7.9477219
Lei Fei7.4444229
El Blaze7.7461203
Jean7.4444188
Brad7.5448180
Taka7.9473159
Eileen7.947779
Dural7.142823

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

Akira24111612548.1%+8.0
Wolf1976113631.0%-0.6
Jacky1705811234.1%-0.4
Sarah154728246.8%+10.4
Pai1403110922.1%-14.2
Aoi129399030.2%-8.5
Shun125576845.6%+1.4
Kage108426638.9%+1.4
Vanessa89474252.8%+5.5
Lion87404746.0%+0.1
Jeffry85364942.4%+1.5
Lau76324442.1%+1.8
Goh70244634.3%-5.8
Lei Fei66204630.3%-9.6
El Blaze64194529.7%-3.0
Jean62214133.9%-3.4
Brad46192741.3%+2.8
Taka37191851.4%+15.2
Eileen2461825.0%-17.8
Dural62433.3%-6.3

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Rectangle2269812843.4%+1.7
Full Fence2219512643.0%+4.7
Half Fence2047712737.8%-2.5
Open2047313135.8%-3.2
Breakable Half Fence2006913134.5%-1.4
Single Wall1979010745.7%+6.2
Low Fence1775512231.1%-7.1
Octagon1756710838.3%+3.1
Breakable Full Fence1696110836.1%-2.2
Full Fence and Open108476143.5%+4.7

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
Walls1,19539.1%38.5%+0.6
No walls57837.7%38.8%-1.1

Walls against open: +1.7 points (95% range -4.3 to +7.7), p 0.586 — 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

kanreki-jijii (Rank 21)2026/10/171210283.3%
nihikibito (Rank 23)2026/10/17159660.0%
HanshinHyouronka (Rank 23)2026/10/171913668.4%
Torafalger (Rank 21)2026/10/161815383.3%
potimaru1059 (Rank 22)2026/10/1626101638.5%
nanoka-222 (Rank 24)2026/10/13554517.3%
nanatsuboshi_st (Rank 24)2026/10/12136746.1%
masabon734 (Rank 26)2026/10/103582722.9%
zxyzguy (Rank 24)2026/10/042662023.1%
dalmax72 (Rank 23)2026/10/042181338.1%
ttfour@サラしかできないw (Rank 22)2026/10/0430151550.0%
a39611619 (Rank 21)2026/09/2846301665.2%
フォアグラVtuber (Rank 21)2026/09/272091145.0%
O.J.A (Rank 22)2026/09/2737172046.0%
真 (Rank 24)2026/09/112552020.0%
JOHNFLOE (Rank 29)2026/09/10131127.7%
けいすけ新宿 (Rank 26)2026/09/1025121348.0%
Hosoccher (Rank 21)2026/09/071816288.9%
prestidigitator0 (Rank 27)2026/08/301621412.5%
jieraiya39 (Rank 27)2026/08/302241818.2%
ぽん (Rank 25)2026/08/24148657.1%
moto1982 (Rank 21)2026/08/19159660.0%
miso_kobe24 (Rank 23)2026/07/26167943.8%
HOSOGl_KAZUKO (Rank 21)2026/06/19211204.8%
GaaMANジール (Rank 24)2026/05/121641225.0%

Round openings

Sarah

Career
3,310–6,893 · 32.4%
This season
1,976 matches · 38.5%
Peak rank
24

First hit in 49.8% of 6,955 rounds. Won 47.0% of the rounds they struck first, 39.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 10.7% of rounds, against 5.7% in their other rounds.
  • Against Pai: waits first in 9.0% of rounds, against 3.4% against everyone else.
  • After opening the round before by waiting: waits first in 7.0% of rounds, against 3.0% after anything else.
  • In round 2: opens with “3K+G Low Spin Kick” in 12.6% of rounds, against 9.2% in their other rounds.
  • Against Aoi: opens with “3K+G Low Spin Kick” in 20.0% of rounds, against 9.3% against everyone else.
  • After opening the round before with “6K Quick Knee into 6KK Quick Knee and Toe Kick”: opens with “P+K Hide Side Kick (Deflect)” in 16.2% of rounds, against 10.4% after anything else.
  • After losing a round: opens with “6K Quick Knee into 6KK Quick Knee and Toe Kick” in 20.1% of rounds, against 14.2% after winning one.
  • When behind: opens with “6K Quick Knee into 6KK Quick Knee and Toe Kick” in 19.4% of rounds, against 15.7% when ahead or level.

How is this tested?

Quick Knee6K into Quick Knee and Toe Kick6KK1,13016.2%
Hide Side Kick (Deflect)P+K70910.2%
Low Spin Kick3K+G70410.1%
Rising Elbow6P into Elbow Side Chop6PP3014.3%
Long Snap Side Chop3P+K2974.2%
Snap Side Chop3P2844.1%
backdash into Crescent Heel4K+G2513.6%
Snap Side Chop3P into Snap Side Chop Double3PP1872.7%
Squat Straight2P1602.3%
kickK into Quick Knee and Toe Kick6KK1351.9%
Double Rise Kick4P+K1291.9%
punchP into Jab StraightPP1281.8%
Jackknife Kick3K into Jackknife Middle Kick3KK1091.6%
kickK1061.5%
Forward Slide6P+K+G into Altro StilettoK981.4%

244 further openings account for the other 2,258 rounds.

Counted from 1,763 of the 1,976 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
Akira60–80 · 43%37–24 · 61%-20.0
Wolf40–83 · 33%6–35 · 15%+18.4
Jacky25–64 · 28%13–30 · 30%-6.4
Sarah40–43 · 48%18–20 · 47%-2.0
Pai15–48 · 24%7–36 · 16%too few to test
Aoi16–51 · 24%12–25 · 32%-5.4
Shun28–33 · 46%17–15 · 53%-3.5
Kage24–28 · 46%10–22 · 31%+13.7
Jeffry10–18 · 36%20–22 · 48%too few to test
Vanessa33–25 · 57%11–10 · 52%too few to test
Lion21–25 · 46%8–6 · 57%too few to test
Lau19–25 · 43%9–12 · 43%too few to test
Lei Fei16–25 · 39%3–14 · 18%too few to test
Goh16–28 · 36%4–10 · 29%too few to test
Jean12–13 · 48%5–18 · 22%too few to test
El Blaze7–23 · 23%7–13 · 35%too few to test
Brad10–15 · 40%6–9 · 40%too few to test
Taka7–6 · 54%2–3 · 40%too few to test
Eileen4–12 · 25%1–2 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

213 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: 8 of 18 tests hold up