VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

白澤

Career matches3,052
Career win rate52.2%
Round win rate53.3%
Peak rank37
Distinct opponents137
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1747 #593 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

Sarah373,0521,5921,46052.2%

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

946 of 1,084 rounds counted

5.5 inputs a second (331 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.5331946

By opponent's character

Jean5.533262
Goh5.331895
Jacky5.734090
Lau5.532878
Akira5.734165
Shun5.432368
Jeffry5.533249
Lion5.432459
Aoi5.432648
Sarah5.834745
Brad5.734439
Kage5.532842
Wolf5.733944
Pai5.633841
Lei Fei5.432632
Taka4.92969
Vanessa5.432125
Dural5.834621
Eileen5.633722
El Blaze5.231112

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

Jean27161159.3%-0.6
Goh2416866.7%+8.0
Jacky2114766.7%+9.2
Lau2112957.1%+0.4
Akira1711664.7%+10.5
Shun1711664.7%+10.9
Jeffry157846.7%-14.3
Lion159660.0%+4.7
Aoi1441028.6%-27.1
Sarah1410471.4%+12.3
Brad138561.5%+0.1
Kage135838.5%-18.8
Wolf138561.5%+3.1
Pai126650.0%-10.6
Lei Fei74357.1%+2.1
Taka63350.0%+0.7
Vanessa62433.3%-22.6
Dural54180.0%+11.4
Eileen53260.0%-1.5
El Blaze32166.7%+7.7

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

Single Wall44232152.3%-5.0
Rectangle37221559.5%+1.0
Full Fence33181554.5%-5.4
Breakable Full Fence31181358.1%+0.5
Breakable Half Fence2718966.7%+8.1
Half Fence26151157.7%-2.7
Open2181338.1%-21.2
Octagon1710758.8%+5.7
Full Fence and Open127558.3%+4.8
Low Fence108280.0%+22.8

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17159.1%58.4%+0.7
No walls7552.0%57.0%-5.0

Walls against open: +5.6 points (95% range -7.8 to +19.1), p 0.411 — 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

B軍団 (Rank 35)2026/08/0341325.0%
타우끼/taukee (Rank 36)2026/08/0231233.3%
nidaimebannai (Rank 39)2026/07/2931233.3%
DJG10159 (Rank 37)2026/07/28440100.0%
★闘将拉麵男★ (Rank 35)2026/07/2741325.0%
joechou222 (Rank 35)2026/07/2543175.0%
mikumoJacky (Rank 33)2026/07/2542250.0%
備長炭火焼-鳥禅- (Rank 38)2026/07/2432166.7%
究極無敵 (Rank 38)2026/07/2432166.7%
ぁ     やごろ (Rank 37)2026/07/2353260.0%
interceptor (Rank 35)2026/07/2153260.0%
VLW_PS (Rank 35)2026/07/2131233.3%
Gz-KYO (Rank 33)2026/07/2054180.0%
ガウショ (Rank 38)2026/07/1931233.3%
大谷 小平 (Rank 34)2026/07/1063350.0%
つがさん (Rank 34)2026/07/1031233.3%
Koutei (Rank 30)2026/07/1054180.0%
maruneru-_-khs (Rank 32)2026/07/1053260.0%
openpen (Rank 30)2026/07/09330100.0%
∈挙動不審∋ (Rank 32)2026/07/0443175.0%
hayaya889 (Rank 33)2026/06/2932166.7%
天一 (Rank 33)2026/06/2432166.7%
mosakiti-555 (Rank 30)2026/06/21440100.0%
crazy_brat_girl (Rank 36)2026/03/3032166.7%
タイヨウ (Rank 30)2026/03/28330100.0%

Round openings

Sarah

Career
1,592–1,460 · 52.2%
This season
268 matches · 57.8%
Peak rank
37

First hit in 54.0% of 1,070 rounds. Won 56.8% of the rounds they struck first, 49.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 25.7% of rounds, against 10.7% in their other rounds.
  • After being hit first in the round before: evades first in 13.6% of rounds, against 8.3% after landing the first hit.
  • In round 1: opens with “evade up into crouch dash forward” in 11.6% of rounds, against 1.6% in their other rounds.

How is this tested?

backdash into Crescent Heel4K+G33230.5%
kickK into punchP21920.1%
kickK625.7%
Snap Side Chop3P into Setup Combination3PK444.0%
evade up into crouch dash forward444.0%
Round Kick8K+G272.5%
crouch into Leg Slicer2K+G191.7%
evade down151.4%
Quick Knee6K into Quick Knee Straight6KP141.3%
backdash into Serpent Smash Cannon2P+KK121.1%
evade down into guardG121.1%
guardG121.1%
backdash into Serpent Toe Kick2P+K111.0%
backdash into guardG111.0%
kickK into High Kick StraightKP111.0%

104 further openings account for the other 245 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean10–10 · 50%4–1 · 80%too few to test
Goh10–4 · 71%4–3 · 57%too few to test
Jacky12–6 · 67%1–1 · 50%too few to test
Lau7–5 · 58%5–3 · 62%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: 3 of 15 tests hold up