VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

aoichi7453

Career matches1,281
Career win rate53.8%
Round win rate55.2%
Peak rank32
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1680 #896 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

Sarah321,28168959253.8%

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

455 of 549 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.1368455

By opponent's character

Jacky6.337952
Jeffry6.036335
Kage5.734137
Goh6.237532
Akira6.237543
Aoi6.237226
Jean6.337926
Sarah5.834530
Taka6.740033
Brad6.438428
Shun6.538924
Lion6.337921
Vanessa5.532723
Wolf6.035917
Lei Fei5.533315
Pai6.237413

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

Jacky1811761.1%-1.1
Jeffry138561.5%+6.0
Kage124833.3%-34.0
Goh117463.6%+9.1
Akira108280.0%+20.2
Aoi82625.0%-41.3
Jean86275.0%+21.1
Sarah83537.5%-17.2
Taka84450.0%-14.2
Brad76185.7%+29.1
Shun64266.7%+3.3
Lion54180.0%+27.3
Vanessa54180.0%+14.0
Wolf43175.0%+17.9
Lau31233.3%-24.1
Lei Fei32166.7%+8.3
Pai31233.3%-2.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Breakable Half Fence1971236.8%-26.5
Half Fence1810855.6%+2.1
Open1815383.3%+28.7
Single Wall1711664.7%-0.2
Full Fence and Open149564.3%+1.2
Rectangle106460.0%+2.7
Octagon95455.6%-6.1
Full Fence75271.4%+13.7
Low Fence74357.1%-4.7
Breakable Full Fence42250.0%+0.8

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
Walls6752.2%57.2%-4.9
No walls4271.4%61.6%+9.8

Walls against open: -14.7 points (95% range -33.5 to +4.1), p 0.125 — 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

midori6127 (Rank 30)2026/09/1431233.3%
VanWinkle (Rank 32)2026/09/1432166.7%
slarin™ (Rank 33)2026/08/3132166.7%
DON1031 (Rank 27)2026/08/31220100.0%
黒シャツ (Rank 33)2026/08/31220100.0%
pinturicchio (Rank 29)2026/08/3131233.3%
ぬっき~@ (Rank 34)2026/07/2721150.0%
momonchamu (Rank 34)2026/07/2732166.7%
カリス★まっくすさん (Rank 30)2026/07/2131233.3%
獣王(設定2) (Rank 30)2026/07/1964266.7%
haira_76 (Rank 28)2026/06/2842250.0%
Vgyjyrdgjk (Rank 30)2026/06/284040.0%
anzenpai (Rank 34)2026/06/282020.0%
ace-heads69 (Rank 28)2026/06/2832166.7%
F14-TOMOCAT (Rank 30)2026/06/2232166.7%
なめ (Rank 31)2026/06/1932166.7%
dorobonyanko (Rank 31)2026/06/1921150.0%
∈挙動不審∋ (Rank 33)2026/06/1952340.0%
BeReal山下 (Rank 31)2026/05/2021150.0%
フルレバ (Rank 36)2026/05/202020.0%
dochi-cochi (Rank 28)2026/05/1431233.3%
gans.sk602 (Rank 28)2026/05/06220100.0%
kaisoumi77 (Rank 31)2026/04/2531233.3%
Roki_ryudoukan (Rank 31)2026/04/2121150.0%
nana-ushi (Rank 33)2026/04/21220100.0%

Round openings

Sarah

Career
689–592 · 53.8%
This season
132 matches · 59.1%
Peak rank
32

First hit in 57.1% of 532 rounds. Won 58.9% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 22.7% of rounds, against 8.7% in their other rounds.
  • On Single Wall stages: evades first in 25.7% of rounds, against 10.4% on the other stages.
  • In round 4 or later: opens with “6P+KP Wind Knuckle into 6P+KPK Storm Combination” in 17.3% of rounds, against 6.5% in their other rounds.

How is this tested?

Sharpsword44K into Sharpsword Combo44KK8616.2%
Wind Knuckle6P+KP into Storm Combination6P+KPK519.6%
Rising Elbow6P448.3%
crouch into Leg Slicer2K+G377.0%
Back Knuckle Turn44P254.7%
Hide Side Kick (Deflect)P+K193.6%
crouch dash forward into Long Snap Side Chop3P+K173.2%
evade up132.4%
guardG112.1%
Back Knuckle Turn44P into evade down101.9%
kickK into punchP91.7%
crouch dash back81.5%
Back Knuckle Turn44P into Low Kick2K71.3%
backdash into Crescent Heel4K+G71.3%
crouch dash back into Crescent Heel4K+G71.3%

92 further openings account for the other 181 rounds.

Counted from 128 of the 132 matches played. The rest were not pulled for openings.

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: 3 of 15 tests hold up