VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

255131

Career matches11,270
Career win rate49.0%
Round win rate49.1%
Peak rank33
Distinct opponents581
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1572 #1,526 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

Sarah3311,2705,5225,74849.0%

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

5,594 of 7,298 rounds counted

6.2 inputs a second (370 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.23705,594

By opponent's character

Jacky6.2371653
Akira6.2370687
Wolf6.3376420
Goh6.3377466
Jean6.2374366
Kage6.1366307
Aoi6.2373253
Lion6.2373236
Pai6.3380248
Lau6.2375243
Jeffry6.1367251
El Blaze5.9354212
Shun6.2370236
Vanessa5.9356178
Sarah6.1366221
Brad6.2374208
Lei Fei6.1368191
Eileen5.8347111
Dural6.237568
Taka5.834639

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

Jacky1958810745.1%-3.0
Akira194979750.0%+0.8
Wolf152767650.0%-0.0
Goh133656848.9%+2.4
Jean110585252.7%+4.2
Kage110595153.6%+6.9
Aoi94435145.7%-3.2
Lion92395342.4%-3.0
Pai90424846.7%-1.2
Lau84374744.0%-7.5
Jeffry81414050.6%-1.9
El Blaze77383949.4%+2.3
Shun69224731.9%-16.6
Vanessa69412859.4%+9.8
Sarah68383055.9%+10.8
Brad64293545.3%-1.6
Lei Fei61362559.0%+12.2
Eileen35152042.9%-7.3
Dural1751229.4%-16.3
Taka1651131.2%-11.4

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 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

Rectangle2099411545.0%-3.9
Breakable Half Fence2011119055.2%+8.7
Half Fence188929648.9%+2.2
Single Wall1877910842.2%-5.5
Low Fence185929349.7%+0.3
Breakable Full Fence179839646.4%-0.8
Open178839546.6%-1.8
Octagon1737110241.0%-8.3
Full Fence144756952.1%+1.5
Full Fence and Open85493657.6%+9.2

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
Walls1,09448.1%48.1%-0.0
No walls55046.2%48.3%-2.1

Walls against open: +2.0 points (95% range -3.0 to +7.2), p 0.429 — 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

IzumiKyoka_bungo (Rank 32)2026/10/17104640.0%
ER_higante (Rank 30)2026/10/13116554.5%
肉彦さん☆彡 (Rank 31)2026/10/1095455.6%
ohtenki (Rank 31)2026/10/09105550.0%
五寸釘くん (Rank 34)2026/10/081661037.5%
ガリバー (Rank 32)2026/10/08105550.0%
お~ちゃん (Rank 33)2026/09/24105550.0%
ma_hime1007 (Rank 29)2026/09/2493633.3%
AOEアオイ (Rank 33)2026/09/18112918.2%
究極無敵 (Rank 32)2026/09/18113827.3%
shuri_nero (Rank 35)2026/09/17156940.0%
Hi:D (Rank 33)2026/09/1292722.2%
パイのぱいのぱい (Rank 33)2026/08/25103730.0%
ジークリオン (Rank 36)2026/08/19145935.7%
nikuzuki (Rank 29)2026/08/19107370.0%
太鼓の別人@夏Bonus無し (Rank 31)2026/08/1997277.8%
igyoken55 (Rank 29)2026/08/04107370.0%
てーらい (Rank 32)2026/07/31139469.2%
∈挙動不審∋ (Rank 31)2026/07/261610662.5%
伍の人 (Rank 30)2026/07/25117463.6%
しゅが~nsr (Rank 28)2026/07/251412285.7%
けいすけ新宿 (Rank 33)2026/07/19105550.0%
hayate (Rank 29)2026/07/19129375.0%
windowkhs (Rank 29)2026/07/17169756.2%
snowlovin (Rank 30)2026/05/17104640.0%

Round openings

Sarah

Career
5,522–5,748 · 49.0%
This season
1,811 matches · 48.3%
Peak rank
33

First hit in 58.3% of 6,611 rounds. Won 53.1% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 43.9% of rounds, against 25.4% in their other rounds.
  • Against El Blaze: moves in first in 6.3% of rounds, against 2.0% against everyone else.
  • On Breakable Half Fence stages: backs off first in 33.9% of rounds, against 29.6% on the other stages.
  • After opening the round before by evading: evades first in 12.0% of rounds, against 6.0% after anything else.
  • After losing a round: backs off first in 34.6% of rounds, against 16.0% after winning one.
  • When behind: backs off first in 32.6% of rounds, against 19.8% when ahead or level.
  • Against a Shun on no drinks: attacks straight away in 25.4% of rounds, against 14.8% against a Shun on other counts.
  • In round 1: opens with “P punch” in 14.4% of rounds, against 6.1% in their other rounds.
  • Against Goh: opens with “crouch into 3P+K Long Snap Side Chop” in 18.0% of rounds, against 11.5% against everyone else.
  • After opening the round before with “crouch dash back into 4K+G Crescent Heel”: opens with “crouch into 3P+K Long Snap Side Chop” in 21.2% of rounds, against 13.3% after anything else.
  • After winning a round: opens with “crouch into 3P+K Long Snap Side Chop” in 18.4% of rounds, against 9.5% after losing one.
  • When ahead: opens with “crouch into 3P+K Long Snap Side Chop” in 17.8% of rounds, against 12.0% when level or behind.

How is this tested?

crouch into Long Snap Side Chop3P+K80112.0%
punchP5438.2%
backdash into Crescent Heel4K+G5358.0%
crouch dash back into Crescent Heel4K+G4576.9%
crouch into Setup Combination3PK3164.7%
crouch into Squat Straight2P2373.6%
kickK2073.1%
crouch into Valkyrie Sword1K+GK2053.1%
evade down into Crescent Heel4K+G1983.0%
Sharpsword44K into Sharpsword Combo44KK1912.9%
Stiletto66K1842.8%
backdash into guardG1592.4%
Round Kick8K+G1512.3%
crouch into Leg Slicer2K+G1342.0%
crouch dash back into evade down1322.0%

242 further openings account for the other 2,212 rounds.

Counted from 1,650 of the 1,811 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
Akira57–58 · 50%24–21 · 53%-4.5
Jacky51–53 · 49%21–25 · 46%+0.9
Wolf38–49 · 44%19–20 · 49%-6.7
Goh37–39 · 49%14–22 · 39%+12.1
Kage34–31 · 52%15–15 · 50%+3.5
Jean33–26 · 56%16–16 · 50%+3.9
Pai21–31 · 40%16–13 · 55%too few to test
Lion26–33 · 44%8–13 · 38%too few to test
Aoi20–29 · 41%7–8 · 47%too few to test
El Blaze24–22 · 52%9–15 · 38%too few to test
Lau18–18 · 50%13–21 · 38%+12.4
Jeffry25–25 · 50%11–9 · 55%too few to test
Vanessa23–16 · 59%15–9 · 62%too few to test
Sarah15–12 · 56%11–18 · 38%too few to test
Shun15–26 · 37%5–14 · 26%too few to test
Brad19–13 · 59%6–12 · 33%too few to test
Lei Fei24–12 · 67%5–11 · 31%too few to test
Eileen9–5 · 64%4–10 · 29%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.

161 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: 12 of 18 tests hold up