VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

ジャングラ

Career matches302
Career win rate42.0%
Round win rate39.5%
Peak rank21
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1124 Not ranked yet: the list needs 50 matches. See 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

Sarah2130212717542.0%

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

125 of 134 rounds counted

6.6 inputs a second (395 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.6395125

By opponent's character

Wolf6.438235
Akira6.639825
Aoi6.539018
Jeffry7.444112
El Blaze6.740410
Jacky6.538711
Lau6.53894
Pai6.33767
Sarah6.84073

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

Wolf106460.0%+28.6
Akira62433.3%+4.7
Aoi4040.0%-42.1
Jeffry4040.0%-41.1
El Blaze31233.3%+9.4
Jacky31233.3%+7.4
Lau32166.7%+31.1
Pai2020.0%-16.0
Sarah1010.0%-36.5

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 Fence85362.5%+35.3
Low Fence8080.0%-41.6
Rectangle83537.5%+7.4
Full Fence51420.0%-7.7
Breakable Full Fence31233.3%+9.7
Open31233.3%-24.0
Octagon110100.0%+67.6

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
Walls2544.0%31.0%+13.0
No walls119.1%38.6%-29.5

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

CHASER (Rank 22)2026/06/2121150.0%
soreagle (Rank 21)2026/06/2131233.3%
mikkunn3277 (Rank 23)2026/06/212020.0%
しろ☆おび。 (Rank 24)2026/06/174040.0%
osAnKIRA (Rank 22)2026/06/1531233.3%
オドパンJ (Rank 24)2026/06/132020.0%
TigerMask (Rank 21)2026/06/11110100.0%
グランドマスター鮭茶 (Rank 21)2026/06/102020.0%
S.i.l.e.n.c.e.d_V.o.i.c.E (Rank 21)2026/06/081010.0%
swhy2008 (Rank 12)2026/06/082020.0%
nekoneko (Rank 21)2026/06/081010.0%
和那 (Rank 21)2026/06/082020.0%
t_k_o_7 (Rank 13)2026/06/0865183.3%
すずもも (Rank 22)2026/06/0831233.3%
AnarKhisT (Rank 12)2026/04/08220100.0%

Round openings

Sarah

Career
127–175 · 42.0%
This season
36 matches · 33.3%
Peak rank
21

First hit in 49.2% of 134 rounds. Won 47.0% of the rounds they struck first, 32.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK into High Kick StraightKP4634.3%
crouch into Low Spin Kick3K+G129.0%
backdash118.2%
backdash into Crescent Heel4K+G118.2%
Crescent Heel4K+G86.0%
Stiletto66K64.5%
kickK53.7%
Jab StraightPP into Flash Piston PunchPPP43.0%
Mellow Heel Kick6K+G into Queen Bee Needle66K+G21.5%
Rising Elbow6P into Double Joint Butt6PK21.5%
Switch Kick4K21.5%
backdash into forward dash21.5%
evade up21.5%
Back Spin KickK+G into Reverse High KickK+GK10.8%
Breeze Shot6P+K10.8%

19 further openings account for the other 19 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Sarah: not tested (too few rounds)