VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

AL.

Career matches1,162
Career win rate38.8%
Round win rate39.5%
Peak rank23
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1009 #3,663 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

Sarah231,16245171138.8%

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

653 of 653 rounds counted

6.1 inputs a second (366 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.1366653

By opponent's character

Jean6.236984
Akira6.136582
Shun6.136876
Aoi6.136362
Lion6.136852
Jeffry6.036039
El Blaze6.840635
Sarah5.935636
Lau6.338027
Lei Fei5.733926
Brad6.438317
Pai6.035719
Wolf6.036116
Eileen6.237214
Jacky6.237317
Kage5.734314
Dural6.136812
Goh5.734214
Vanessa6.03598
Taka6.43863

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

Jean2371630.4%-2.1
Akira2061430.0%-1.5
Shun1951426.3%-9.0
Aoi1631318.8%-3.4
Lion127558.3%+27.5
Jeffry103730.0%-11.9
El Blaze84450.0%+20.3
Sarah82625.0%+6.8
Lau72528.6%+2.3
Lei Fei61516.7%-9.5
Brad5050.0%-32.6
Pai52340.0%+14.8
Wolf51420.0%-3.5
Eileen43175.0%+35.3
Jacky4040.0%-36.2
Kage43175.0%+28.7
Dural3030.0%-43.3
Goh31233.3%-4.6
Vanessa21150.0%+44.0
Taka1010.0%-43.7

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

Open2681830.8%-2.7
Octagon2361726.1%+1.2
Breakable Half Fence1941521.1%-12.2
Half Fence1851327.8%-1.6
Rectangle1861233.3%-0.8
Breakable Full Fence1551033.3%+2.4
Full Fence157846.7%+14.2
Single Wall103730.0%-0.7
Low Fence92722.2%+3.1
Full Fence and Open83537.5%-1.9

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
Walls10830.6%30.5%+0.1
No walls4528.9%29.8%-0.9

Walls against open: +0.9 points (95% range -16.9 to +18.8), p 0.918 — 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

unknown (Rank 24)2026/10/1682625.0%
みらめたる (Rank 23)2026/10/15113827.3%
MAXマンピー (Rank 21)2026/10/1332166.7%
ohisama0123456 (Rank 18)2026/10/1261516.7%
銀髪ザムライ (Rank 22)2026/10/122020.0%
snjpeeee (Rank 16)2026/10/1121150.0%
dalmax72 (Rank 21)2026/10/112021810.0%
kukkii94 (Rank 21)2026/10/092020.0%
nekodiver2 (Rank 22)2026/10/0332166.7%
Might小麥豆漿 (Rank 23)2026/09/2932166.7%
ぬ (Rank 21)2026/09/2832166.7%
富美 (Rank 22)2026/09/243030.0%
禁酒 (Rank 24)2026/09/2431233.3%
G13 (Rank 22)2026/09/222020.0%
Cooljerk (Rank 22)2026/09/1652340.0%
Donaya22 (Rank 24)2026/09/1463350.0%
GiantKiller1192 (Rank 20)2026/09/147070.0%
Themis (Rank 24)2026/09/146060.0%
nasspxc (Rank 19)2026/09/1432166.7%
トローリロートル (Rank 21)2026/09/1431233.3%
omuretukun (Rank 22)2026/09/122020.0%
Mevius1 (Rank 16)2026/09/1243175.0%
zix (Rank 14)2026/09/11220100.0%
neary (Rank 32)2026/09/092020.0%
yooutan (Rank 7)2026/09/0986275.0%

Round openings

Sarah

Career
451–711 · 38.8%
This season
165 matches · 30.9%
Peak rank
23

First hit in 51.7% of 439 rounds. Won 40.1% of the rounds they struck first, 38.2% of the rounds they were struck first.

Significant Tells

  • Against Jean: evades first in 24.6% of rounds, against 8.9% against everyone else.

How is this tested?

Rising Elbow6P306.8%
Rising Elbow6P into Double Joint Butt6PK245.5%
Dragon Smash Cannon1K235.2%
backdash into Crescent Heel4K+G194.3%
Snap Side Chop3P into Setup Combination3PK173.9%
Hide Side Kick (Deflect)P+K153.4%
Long Snap Side Chop3P+K143.2%
forward movement into kickK133.0%
Rising Elbow6P into Elbow Side Chop6PP122.7%
backdash into Dragon Smash Cannon1K112.5%
Snap Side Chop3P102.3%
Jackknife Kick3K into Jackknife Middle Kick3KK81.8%
backdash into evade down81.8%
Round Kick8K+G71.6%
backdash71.6%

110 further openings account for the other 222 rounds.

Counted from 112 of the 165 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 (14 here; about 0.7 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: 1 of 14 tests hold up