VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

クロラム

Career matches1,341
Career win rate38.1%
Round win rate47.6%
Peak rank23
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1221 #3,375 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

Sarah231,34151183038.1%

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

481 of 852 rounds counted

6.7 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.7405481

By opponent's character

Akira6.5391111
Pai6.740281
Lei Fei6.941229
El Blaze7.243432
Aoi6.841135
Jacky6.740415
Sarah6.338121
Shun6.941241
Brad6.639727
Goh7.243416
Kage6.237514
Lau6.639718
Wolf7.746021
Jean6.639412
Vanessa6.63978

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

Akira47212644.7%-3.4
Pai2591636.0%-5.4
Lei Fei157846.7%+0.1
El Blaze1410471.4%+23.2
Aoi138561.5%+19.2
Jacky121118.3%-23.7
Jeffry124833.3%-6.0
Sarah127558.3%+5.1
Shun115645.5%+1.5
Brad95455.6%+6.6
Goh92722.2%-22.7
Kage96366.7%+29.6
Lau85362.5%+20.2
Wolf74357.1%+10.5
Lion41325.0%-25.7
Jean3030.0%-50.9
Vanessa2020.0%-38.8
Dural1010.0%-50.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Rectangle28141450.0%+2.8
Octagon26131350.0%-2.4
Single Wall2591636.0%-9.3
Breakable Full Fence21101147.6%+4.1
Breakable Half Fence21111052.4%+14.2
Open21101147.6%+5.0
Full Fence2091145.0%-2.3
Full Fence and Open1661037.5%+1.3
Half Fence136746.1%+7.6
Low Fence72528.6%-13.4

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
Walls12948.8%45.6%+3.2
No walls5339.6%43.4%-3.8

Walls against open: +7.0 points (95% range -8.7 to +22.7), p 0.383 — 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

HOO (Rank 21)2026/09/0742250.0%
かりすまっくすさん★ (Rank 26)2026/08/265050.0%
委員ちょ (Rank 21)2026/07/2575271.4%
omuretukun (Rank 24)2026/07/2183537.5%
ZR615C (Rank 25)2026/07/0631233.3%
dalmax72 (Rank 21)2026/06/2534191555.9%
shinkita (Rank 22)2026/06/2241325.0%
聖☆奈♡♡ (Rank 25)2026/06/1871614.3%
けいすけ新宿 (Rank 22)2026/06/1685362.5%
SEGAAAAAA (Rank 25)2026/06/1431233.3%
wsddd (Rank 22)2026/06/0432166.7%
ぽん (Rank 24)2026/05/3131233.3%
sa (Rank 21)2026/05/2751420.0%
TigerMask (Rank 21)2026/05/2254180.0%
みの (Rank 23)2026/05/2283537.5%
2P受害者訪談:100%邪教成員 (Rank 21)2026/05/2064266.7%
O.J.A (Rank 21)2026/05/1832166.7%
もっこり (Rank 25)2026/05/1132166.7%
kouchant0051 (Rank 22)2026/05/1131233.3%
kuni_sato (Rank 24)2026/05/094040.0%
spiral (Rank 22)2026/05/0531233.3%
Gun-Interceptor (Rank 24)2026/04/123030.0%
potimaru1059 (Rank 21)2026/04/09126650.0%
bpenn23 (Rank 16)2026/04/04330100.0%
カキツバタ (Rank 11)2026/03/2932166.7%

Round openings

Sarah

Career
511–830 · 38.1%
This season
213 matches · 44.6%
Peak rank
23

First hit in 59.2% of 846 rounds. Won 50.7% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 66.2% of rounds, against 40.8% in their other rounds.
  • On Rectangle stages: waits first in 24.5% of rounds, against 11.3% on the other stages.
  • After opening the round before by waiting: waits first in 30.4% of rounds, against 12.8% after anything else.
  • After winning a round: backs off first in 44.8% of rounds, against 28.4% after losing one.
  • When ahead: backs off first in 44.1% of rounds, against 32.6% when level or behind.
  • In round 1: opens with “6K Quick Knee into 6KK Quick Knee and Toe Kick” in 15.5% of rounds, against 6.7% in their other rounds.

How is this tested?

Quick Knee6K into Quick Knee and Toe Kick6KK768.9%
backdash into backward movement607.0%
backdash into Dragon Smash Cannon1K475.5%
Rising Elbow6P into Double Joint Butt6PK414.8%
Low Spin Kick3K+G404.7%
crouch into Low Spin Kick3K+G404.7%
guardG354.1%
backdash232.7%
backdash into Forward Slide6P+K+G222.6%
backdash into Stiletto66K182.1%
Snap Side Chop3P into Setup Combination3PK172.0%
forward dash into throwP+G172.0%
backdash into Crescent Heel4K+G161.9%
Leg Slicer2K+G into Low Spin Kick3K+G151.8%
Somersault Kick7K151.8%

127 further openings account for the other 371 rounds.

By stage type

Record against each character on walled and open stages, as Sarah

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–14 · 52%6–10 · 38%too few to test
Pai4–8 · 33%2–5 · 29%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.

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: 6 of 15 tests hold up