VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

とおる

Career matches1,230
Career win rate26.5%
Round win rate33.0%
Peak rank22
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

969 #3,673 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

Sarah221,23032690426.5%

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

645 of 645 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.6454645

By opponent's character

Lau7.142578
Akira7.846573
Jacky7.444657
Aoi8.148648
El Blaze7.344050
Kage7.243442
Brad7.343637
Lion7.444639
Shun7.846842
Jeffry7.847039
Eileen8.048221
Goh7.444620
Jean6.438421
Vanessa8.651324
Taka8.048016
Wolf8.148513
Lei Fei7.44459
Pai8.04818
Dural10.76404
Sarah8.14844

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

Lau2091145.0%+24.7
Akira1861233.3%+12.6
Jacky167943.8%+24.2
Aoi1321115.4%-4.9
El Blaze1321115.4%+0.9
Kage113827.3%+12.9
Brad100100.0%-20.2
Lion100100.0%-20.3
Shun101910.0%-13.9
Jeffry9090.0%-17.9
Eileen61516.7%-4.2
Goh6060.0%-22.5
Jean61516.7%-0.8
Vanessa6060.0%-25.4
Taka43175.0%+33.8
Wolf3030.0%-23.6
Lei Fei2020.0%-14.3
Pai2020.0%-12.0
Dural1010.0%-69.2
Sarah1010.0%-42.3

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

Half Fence262247.7%-11.7
Low Fence2231913.6%-9.0
Open2071335.0%+12.7
Full Fence1841422.2%+0.6
Single Wall1531220.0%+3.1
Breakable Full Fence145935.7%+12.3
Breakable Half Fence1421214.3%-6.1
Octagon125741.7%+17.7
Rectangle1221016.7%-2.5
Full Fence and Open102820.0%-4.3

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
Walls9620.8%20.8%+0.0
No walls5722.8%21.2%+1.6

Walls against open: -1.6 points (95% range -19.0 to +15.8), p 0.855 — 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

jackgnhang (Rank 24)2026/10/163030.0%
maicoo (Rank 21)2026/10/1431233.3%
かっち (Rank 21)2026/10/1131233.3%
gnarapum (Rank 23)2026/10/1131233.3%
時宣院日要 (Rank 21)2026/10/1165183.3%
みらめたる (Rank 21)2026/10/09101910.0%
Martin1833 (Rank 23)2026/10/0631233.3%
水晶 (Rank 23)2026/10/044040.0%
富美 (Rank 22)2026/10/046060.0%
格雷希欧 (Rank 24)2026/10/0451420.0%
shinkita (Rank 22)2026/09/282020.0%
Yukimaru-shiro (Rank 24)2026/09/273030.0%
破軍恩 (Rank 24)2026/09/246060.0%
naowai (Rank 21)2026/09/223030.0%
AiokometeZ (Rank 22)2026/09/1831233.3%
super_style (Rank 18)2026/09/0642250.0%
nyokki2026 (Rank 15)2026/09/0395455.6%
保坂 縁 (Rank 13)2026/08/3132166.7%
Sun-sin (Rank 21)2026/08/314040.0%
MyOld50sGuitar (Rank 11)2026/08/2943175.0%
tentuyu.j (Rank 16)2026/08/282020.0%
うんこブリブリ (Rank 16)2026/08/284040.0%
クロム (Rank 17)2026/08/283030.0%
とかげ (Rank 16)2026/08/243030.0%
r7ivrmmy.mikihiro0125 (Rank 15)2026/08/18115645.5%

Round openings

Sarah

Career
326–904 · 26.5%
This season
167 matches · 21.0%
Peak rank
22

First hit in 53.8% of 528 rounds. Won 34.9% of the rounds they struck first, 27.5% of the rounds they were struck first.

Significant Tells

  • Against Aoi: backs off first in 35.0% of rounds, against 17.8% against everyone else.
  • Against Kage: opens with “6K Quick Knee into 6KK Quick Knee and Toe Kick” in 28.6% of rounds, against 4.1% against everyone else.
  • On Octagon stages: opens with “K kick” in 35.3% of rounds, against 11.7% on the other stages.
  • After opening the round before with “K kick into KK Double Thrust Kick”: opens with “K kick” in 30.0% of rounds, against 11.4% after anything else.

How is this tested?

kickK7313.7%
kickK into Double Thrust KickKK6812.8%
Breeze Shot6P+K336.2%
Quick Knee6K into Quick Knee and Toe Kick6KK326.0%
backdash326.0%
backdash into Full Spin Heel Kick9K213.9%
guardG183.4%
backdash into Quick Knee6K112.1%
Breeze Shot6P+K into Wind Knuckle6P+KP91.7%
Rising Elbow6P into Long Snap Side Chop3P+K91.7%
backdash into backward movement91.7%
forward dash into throwP+G91.7%
Dragon Smash Cannon1K into guardG81.5%
backdash into Stiletto66K71.3%
punchP into Long Snap Side Chop3P+K71.3%

109 further openings account for the other 187 rounds.

Counted from 139 of the 167 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: 4 of 15 tests hold up