VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

お~ちゃん

Career matches20,613
Career win rate48.9%
Round win rate49.0%
Peak rank36
Distinct opponents572
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1623 #1,200 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

Sarah3620,61310,08410,52948.9%

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

8,869 of 10,903 rounds counted

6.4 inputs a second (383 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.43838,869

By opponent's character

Jacky6.5387996
Akira6.5390893
Kage6.2374736
Jean6.3379663
Goh6.5390629
Lion6.5388571
Wolf6.5389603
Sarah6.3378510
Pai6.6398560
Lei Fei6.2373418
Jeffry6.2370386
Aoi6.5388300
Lau6.4384330
Brad6.4384303
Shun6.2374266
Vanessa6.1368261
El Blaze6.2372169
Eileen6.2372170
Taka6.035895
Dural6.639510

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

Jacky30115514651.5%+3.1
Akira26313912452.9%+2.4
Kage2109311744.3%-2.1
Jean2029310946.0%-0.3
Goh1848310145.1%-3.0
Lion180948652.2%+8.3
Wolf172858749.4%-1.9
Sarah156688843.6%-6.2
Pai150826854.7%+6.5
Lei Fei128606846.9%+2.4
Jeffry125547143.2%-7.0
Aoi113476641.6%-6.4
Lau106505647.2%-1.5
Brad96494751.0%+3.2
Shun78393950.0%+4.0
Vanessa77383949.4%+3.7
El Blaze56263046.4%-4.3
Eileen52242846.1%-4.6
Taka2681830.8%-17.0
Dural41325.0%-25.4

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Rectangle31914717246.1%-1.0
Breakable Half Fence28514514050.9%+2.1
Single Wall27513913650.5%+2.0
Breakable Full Fence26913013948.3%+0.2
Full Fence26613013648.9%+1.3
Low Fence25812313547.7%-0.7
Half Fence25311014343.5%-5.0
Octagon24911913047.8%+0.6
Open23711412348.1%-0.2
Full Fence and Open122527042.6%-4.3

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
Walls1,64147.6%47.8%-0.2
No walls77048.8%48.5%+0.4

Walls against open: -0.6 points (95% range -5.0 to +3.8), p 0.789 — 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

きよ丸 (Rank 35)2026/10/163072323.3%
akimaru7 (Rank 33)2026/10/162013765.0%
hattori1357 (Rank 35)2026/10/1628131546.4%
ぷこ (Rank 33)2026/10/152112957.1%
ツッチー (Rank 38)2026/10/151961331.6%
NO-NAMENANASI774 (Rank 33)2026/10/1535201557.1%
kansimamoto (Rank 36)2026/10/142461825.0%
AOEアオイ (Rank 35)2026/10/1420101050.0%
たあぼさん (Rank 36)2026/10/131881044.4%
ねこむーと (Rank 38)2026/10/1327111640.7%
くろね@のびしろF (Rank 35)2026/10/12189950.0%
こまち (Rank 36)2026/10/121881044.4%
Wallaby360 (Rank 38)2026/10/122691734.6%
montanmo (Rank 38)2026/10/0929111837.9%
フルレバ (Rank 37)2026/10/0654282651.9%
小名浜DC (Rank 35)2026/10/021861233.3%
せんせゐ (Rank 36)2026/10/022571828.0%
ヘニオ (Rank 32)2026/09/2737251267.6%
えなお (Rank 34)2026/09/2325101540.0%
あいりく (Rank 36)2026/09/182061430.0%
moto__666 (Rank 37)2026/09/172481633.3%
mahiro_725 (Rank 35)2026/09/1324131154.2%
B軍団 (Rank 36)2026/09/121881044.4%
west-muta (Rank 33)2026/09/102012860.0%
anzenpai (Rank 34)2026/08/282316769.6%

Round openings

Sarah

Career
10,084–10,529 · 48.9%
This season
2,679 matches · 48.1%
Peak rank
36

First hit in 51.6% of 9,860 rounds. Won 52.6% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.8% of rounds, against 7.6% in their other rounds.
  • Against Shun: evades first in 32.0% of rounds, against 9.2% against everyone else.
  • On Rectangle stages: attacks straight away in 29.1% of rounds, against 21.2% on the other stages.
  • After opening the round before by moving in: moves in first in 46.1% of rounds, against 32.6% after anything else.
  • After the opponent opened the round before by attacking: attacks straight away in 24.5% of rounds, against 21.0% after anything else.
  • After losing a round: moves in first in 45.1% of rounds, against 29.8% after winning one.
  • When behind: moves in first in 45.2% of rounds, against 31.9% when ahead or level.
  • In round 4 or later: opens with “6P Rising Elbow into 6PP Elbow Side Chop” in 6.1% of rounds, against 3.9% in their other rounds.
  • Against Lion: opens with “6P Rising Elbow into 6PP Elbow Side Chop” in 11.2% of rounds, against 4.1% against everyone else.
  • On Rectangle stages: opens with “forward dash into G guard” in 13.4% of rounds, against 10.4% on the other stages.
  • After opening the round before with “forward dash into G guard”: opens with “forward dash into G guard” in 23.5% of rounds, against 10.1% after anything else.
  • After the opponent opened the round before with “backdash into evade up”: opens with “backdash into G guard” in 18.3% of rounds, against 9.7% after anything else.
  • After losing a round: opens with “forward dash into G guard” in 15.0% of rounds, against 8.1% after winning one.
  • When behind: opens with “crouch dash forward into forward dash” in 5.2% of rounds, against 2.3% when ahead or level.

How is this tested?

forward dash into guardG1,06310.7%
backdash into guardG8898.9%
Rising Elbow6P into Elbow Side Chop6PP4514.5%
forward dash into Rising Elbow6P4484.5%
crouch dash forward into forward dash3223.2%
Rising Elbow6P into Double Joint Butt6PK3053.1%
Snap Side Chop3P into Snap Side Chop Double3PP2762.8%
Quick Knee6K into Quick Knee Straight6KP2022.0%
evade up into guardG1691.7%
backdash into Long Snap Side Chop3P+K1661.7%
evade down into guardG1631.6%
crouch dash back into guardG1621.6%
Hide Side Kick (Deflect)P+K1591.6%
backdash1591.6%
crouch dash forward into Rising Elbow6P1561.6%

388 further openings account for the other 4,868 rounds.

Counted from 2,445 of the 2,679 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
Jacky89–97 · 48%41–35 · 54%-7.4
Akira70–65 · 52%48–37 · 56%-2.9
Kage52–65 · 44%21–27 · 44%-0.6
Jean60–63 · 49%20–31 · 39%+7.7
Lion54–46 · 54%22–20 · 52%+3.1
Goh55–56 · 50%11–25 · 31%+21.4
Wolf53–52 · 50%26–24 · 52%+0.3
Sarah32–43 · 43%21–30 · 41%+2.5
Pai46–38 · 55%17–13 · 57%+2.3
Jeffry24–34 · 41%15–23 · 39%+5.8
Lei Fei34–33 · 51%15–15 · 50%-0.2
Aoi27–40 · 40%9–12 · 43%too few to test
Brad18–24 · 43%26–20 · 57%-12.4
Lau21–22 · 49%14–17 · 45%-0.3
Shun28–26 · 52%7–7 · 50%too few to test
Vanessa26–22 · 54%8–10 · 44%too few to test
El Blaze15–18 · 45%7–9 · 44%too few to test
Eileen10–18 · 36%11–4 · 73%too few to test
Taka7–9 · 44%0–4 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

234 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 (18 here; about 0.9 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: 14 of 18 tests hold up