VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

pretty_vacant_77

Career matches5,372
Career win rate48.2%
Round win rate46.5%
Peak rank33
Distinct opponents135
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1530 #1,813 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

Sarah335,3722,5892,78348.2%

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

1,253 of 1,352 rounds counted

6.5 inputs a second (392 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.53921,253

By opponent's character

Akira6.4386163
Jacky6.5391157
Jeffry6.5392102
El Blaze6.740098
Brad6.438382
Jean6.740089
Wolf6.740480
Lau6.740072
Sarah6.438457
Kage6.538751
Shun6.740057
Pai6.740337
Goh6.539050
Lei Fei6.136439
Lion6.639539
Vanessa6.739941
Taka6.237318
Aoi6.438416
Dural6.73995

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

Akira41182343.9%+0.4
Jacky39182146.1%+6.7
Jeffry2671926.9%-14.9
El Blaze25111444.0%+5.1
Brad2361726.1%-14.7
Jean21111052.4%+14.6
Wolf21111052.4%+10.0
Lau2061430.0%-13.3
Sarah1881044.4%+3.4
Kage1521313.3%-27.6
Shun147750.0%+0.0
Pai139469.2%+23.5
Goh127558.3%+20.6
Lei Fei125741.7%-1.1
Lion123925.0%-18.7
Vanessa105550.0%+3.2
Taka53260.0%+25.7
Aoi42250.0%+0.0
Dural1010.0%-51.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Full Fence51232845.1%+5.2
Single Wall42202247.6%+7.5
Octagon38112728.9%-13.9
Breakable Full Fence33132039.4%-4.5
Open31131841.9%-1.4
Rectangle30121840.0%-4.7
Breakable Half Fence28111739.3%-1.1
Low Fence23101343.5%-2.7
Half Fence2181338.1%-5.1
Full Fence and Open1991047.4%+6.5

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20138.8%41.9%-3.1
No walls9644.8%42.9%+1.9

Walls against open: -5.0 points (95% range -17.8 to +7.8), p 0.444 — 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

sby (Rank 32)2026/10/1753260.0%
銀 (Rank 30)2026/10/1752340.0%
りゅうのすけ (Rank 33)2026/10/164040.0%
イチゲン (Rank 29)2026/10/1464266.7%
ジャキる。 (Rank 33)2026/10/14112918.2%
NEKOz (Rank 30)2026/10/1242250.0%
∈挙動不審∋ (Rank 32)2026/10/1141325.0%
入れ込むかもしれない (Rank 31)2026/10/1043175.0%
ルドルフ (Rank 33)2026/10/0952340.0%
黒シャツ (Rank 33)2026/10/0653260.0%
NORESPECT (Rank 37)2026/10/064040.0%
らうらう (Rank 35)2026/10/0351420.0%
B軍団 (Rank 36)2026/10/0383537.5%
fwnd1396 (Rank 34)2026/10/0254180.0%
jiwoonpk (Rank 32)2026/10/024040.0%
ざわっし (Rank 31)2026/09/2641325.0%
会長さん (Rank 32)2026/09/2542250.0%
俺様バーンズ (Rank 36)2026/09/244040.0%
ねこまじん (Rank 34)2026/09/2353260.0%
ふぇに (Rank 32)2026/09/1563350.0%
VanWinkle (Rank 32)2026/09/1453260.0%
Takii (Rank 36)2026/09/1441325.0%
都筑まもる君 (Rank 34)2026/09/1041325.0%
のーむ (Rank 28)2026/08/175050.0%
ma.ya2013 (Rank 26)2026/06/2153260.0%

Round openings

Sarah

Career
2,589–2,783 · 48.2%
This season
332 matches · 41.9%
Peak rank
33

First hit in 51.4% of 979 rounds. Won 49.7% of the rounds they struck first, 42.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 7.0% of rounds, against 1.1% in their other rounds.
  • Against El Blaze: moves in first in 18.4% of rounds, against 3.0% against everyone else.
  • After opening the round before by attacking: backs off first in 30.0% of rounds, against 17.1% after anything else.
  • In round 3: opens with “G guard into evade down” in 9.1% of rounds, against 3.9% in their other rounds.
  • Against Lau: opens with “G guard into evade down” in 16.9% of rounds, against 4.4% against everyone else.
  • On Full Fence stages: opens with “6P Rising Elbow into 6PK Double Joint Butt” in 21.3% of rounds, against 10.0% on the other stages.
  • After opening the round before with “6P Rising Elbow”: opens with “backdash into 4K+G Crescent Heel” in 17.9% of rounds, against 9.5% after anything else.
  • After losing a round: opens with “backdash into 4K+G Crescent Heel” in 14.9% of rounds, against 7.5% after winning one.
  • When the score is level: opens with “6P Rising Elbow” in 31.0% of rounds, against 21.1% when ahead or behind.

How is this tested?

Rising Elbow6P21121.5%
Rising Elbow6P into Double Joint Butt6PK11011.2%
backdash into Crescent Heel4K+G10510.7%
guardG into evade down515.2%
Rising Elbow6P into kickK313.2%
backdash into evade down272.8%
backdash into evade up232.3%
guardG into evade up222.2%
guardG into throwP+G222.2%
crouch into Jackknife Middle Kick3KK212.1%
guardG into Rising Elbow6P212.1%
Jackknife Kick3K into Jackknife Middle Kick3KK171.7%
crouch dash forward into Long Snap Side Chop3P+K171.7%
backdash into punchP161.6%
Hide Side Kick (Deflect)P+K151.5%

102 further openings account for the other 272 rounds.

Counted from 243 of the 332 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
Akira9–9 · 50%2–7 · 22%too few to test
Jacky3–9 · 25%4–0 · 100%too few to test
El Blaze3–8 · 27%6–3 · 67%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.

89 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 (15 here; about 0.8 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: 9 of 15 tests hold up