VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

よーこー

Career matches5,106
Career win rate50.9%
Round win rate50.4%
Peak rank36
Distinct opponents232
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1685 #871 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

Sarah365,1062,5992,50750.9%

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

2,581 of 3,224 rounds counted

6.9 inputs a second (412 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.94122,581

By opponent's character

Akira7.1425281
Brad7.1425294
Jacky7.0419184
Goh6.7399163
Wolf7.0420198
Aoi6.6398160
Jeffry6.8405155
Lion7.0417172
Lau6.9412135
Jean6.8408144
Kage6.7404122
Pai6.840987
Sarah6.438671
Shun6.840781
Eileen6.941280
Lei Fei6.840968
Vanessa7.142460
Taka6.539148
El Blaze6.840660
Dural6.941518

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

Akira79443555.7%+4.1
Brad77354245.5%-3.4
Jacky72373551.4%+0.4
Goh61342755.7%+5.0
Wolf56312555.4%+0.1
Aoi54262848.1%-1.8
Jeffry54332161.1%+10.0
Lion52223042.3%-9.4
Lau46212545.6%+0.0
Jean44222250.0%-7.2
Kage36162044.4%-2.2
Pai29151451.7%+2.4
Sarah25121348.0%+1.9
Shun25131252.0%+0.3
Eileen2071335.0%-10.1
Lei Fei1914573.7%+18.9
Vanessa1913668.4%+19.5
Taka1641225.0%-17.4
El Blaze145935.7%-20.6
Dural64266.7%-5.8

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Octagon100574357.0%+7.0
Breakable Full Fence89464351.7%+1.9
Full Fence86523460.5%+8.3
Open85384744.7%-7.4
Rectangle78354344.9%-10.1
Breakable Half Fence74403454.0%+1.7
Low Fence74363848.6%-0.9
Single Wall74393552.7%+4.6
Half Fence73343946.6%-0.3
Full Fence and Open32131940.6%-10.9

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
Walls50052.8%51.3%+1.5
No walls23348.5%49.8%-1.4

Walls against open: +2.9 points (95% range -5.1 to +10.9), p 0.479 — 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

Phrazes_For_The_Young (Rank 35)2026/10/1298188.9%
ビルちゃん (Rank 40)2026/10/0483537.5%
ふぇに (Rank 34)2026/10/0284450.0%
俺様バーンズ (Rank 37)2026/10/021331023.1%
会長さん (Rank 33)2026/09/2932151746.9%
タカユキお兄ちゃん/takayuki_vf (Rank 36)2026/09/2984450.0%
大谷 小平 (Rank 35)2026/09/26106460.0%
MaBoy (Rank 34)2026/09/2386275.0%
BigBoin (Rank 34)2026/09/181411378.6%
expensive-sand (Rank 38)2026/09/031531220.0%
寿司眼鉄 (Rank 36)2026/09/0295455.6%
津古さん (Rank 36)2026/08/26104640.0%
★闘将拉麵男★ (Rank 38)2026/08/2597277.8%
Sore (Rank 36)2026/08/052112957.1%
マクシミリアン15世 (Rank 33)2026/08/0494544.4%
タマ@鳴潮民 (Rank 38)2026/07/24125741.7%
天一 (Rank 33)2026/07/2383537.5%
VF12360-PC (Rank 38)2026/07/16134930.8%
のみ (Rank 33)2026/07/1595455.6%
interceptor (Rank 40)2026/07/09145935.7%
しょべるん (Rank 38)2026/07/0983537.5%
Umemon2026 (Rank 36)2026/06/0781712.5%
漂泊の民回線ジプシー (Rank 33)2026/06/0397277.8%
あをゐ (Rank 33)2026/05/2993633.3%
フェイス (Rank 37)2026/05/16115645.5%

Round openings

Sarah

Career
2,599–2,507 · 50.9%
This season
804 matches · 50.8%
Peak rank
36

First hit in 50.1% of 3,106 rounds. Won 52.7% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 2: waits first in 37.2% of rounds, against 24.2% in their other rounds.
  • Against Wolf: attacks straight away in 71.1% of rounds, against 55.0% against everyone else.
  • After opening the round before by moving in: evades first in 11.6% of rounds, against 5.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 6.1% of rounds, against 3.6% after anything else.
  • After winning a round: attacks straight away in 60.7% of rounds, against 45.0% after losing one.
  • When ahead: attacks straight away in 58.5% of rounds, against 47.3% when level or behind.
  • In round 2: opens with “G guard into evade down” in 9.1% of rounds, against 4.9% in their other rounds.
  • Against Eileen: opens with “G guard into evade down” in 18.8% of rounds, against 5.7% against everyone else.
  • After winning a round: opens with “P+K Hide Side Kick (Deflect)” in 16.2% of rounds, against 10.0% after losing one.
  • When ahead: opens with “P+K Hide Side Kick (Deflect)” in 15.8% of rounds, against 10.9% when level or behind.

How is this tested?

Hide Side Kick (Deflect)P+K39912.7%
guardG into evade down1886.0%
guardG1685.3%
kickK1444.6%
Rising Elbow6P1334.2%
punchP1203.8%
punchP into Rising Elbow6P702.2%
Rising Elbow6P into kickK672.1%
guardG into throwP+G601.9%
backdash into Sharpsword44K591.9%
Switch Kick4K551.8%
guardG into Jackknife Kick3K551.8%
Rising Elbow6P into punchP521.7%
guardG into evade up521.7%
guardG into punchP491.6%

230 further openings account for the other 1,470 rounds.

Counted from 780 of the 804 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
Akira27–23 · 54%12–11 · 52%too few to test
Brad21–27 · 44%8–7 · 53%too few to test
Jacky24–20 · 55%10–12 · 45%too few to test
Goh27–20 · 57%6–7 · 46%too few to test
Wolf21–16 · 57%9–6 · 60%too few to test
Aoi19–17 · 53%6–7 · 46%too few to test
Lion19–16 · 54%3–13 · 19%too few to test
Jeffry11–7 · 61%18–9 · 67%too few to test
Lau14–14 · 50%3–9 · 25%too few to test
Jean12–14 · 46%4–6 · 40%too few to test
Kage9–12 · 43%6–5 · 55%too few to test
Pai12–9 · 57%2–2 · 50%too few to test
Sarah8–7 · 53%3–5 · 38%too few to test
Shun7–7 · 50%4–4 · 50%too few to test
Eileen4–4 · 50%2–4 · 33%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.

24 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 (16 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: 10 of 16 tests hold up