VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

mizupyon

Career matches716
Career win rate50.7%
Round win rate43.7%
Peak rank25
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1338 #2,977 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

Sarah2571636335350.7%

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

336 of 453 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.8349336

By opponent's character

Akira5.834861
Jean5.834829
Lion5.633735
Aoi6.338126
Kage5.834827
Eileen5.633818
Jeffry5.834725
El Blaze5.332020
Sarah6.136421
Shun5.63357
Dural5.432514
Jacky5.834618
Wolf5.63347
Lei Fei6.036314
Vanessa6.438610
Pai5.73434

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

Akira2718966.7%+21.6
Jean120120.0%-36.2
Lion100100.0%-15.1
Aoi97277.8%+24.9
Kage83537.5%-17.4
Eileen74357.1%+24.6
Jeffry62433.3%+12.2
El Blaze52340.0%-1.6
Sarah53260.0%+25.1
Shun52340.0%-5.9
Dural4040.0%-65.0
Jacky41325.0%-22.0
Wolf4040.0%-49.1
Brad32166.7%+19.3
Lei Fei32166.7%+5.5
Vanessa32166.7%+26.0
Pai110100.0%+65.8

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

Full Fence2281436.4%-3.7
Half Fence2151623.8%-18.1
Full Fence and Open112918.2%-28.1
Octagon118372.7%+15.4
Breakable Full Fence106460.0%+9.1
Rectangle106460.0%+17.0
Breakable Half Fence92722.2%-21.2
Single Wall93633.3%+3.4
Low Fence42250.0%+33.0
Open21150.0%+12.4

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
Walls8342.2%44.1%-1.9
No walls1540.0%28.0%+12.0

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

オドパンJ (Rank 32)2026/10/0831233.3%
HaseMasa (Rank 26)2026/10/083030.0%
拳拳體爆光 (Rank 22)2026/10/0351420.0%
無槪念野獸/무개념야수 (Rank 26)2026/09/2431233.3%
김멋있다 (Rank 21)2026/09/2432166.7%
うをん (Rank 29)2026/08/292020.0%
けいすけ新宿 (Rank 25)2026/08/2932166.7%
CLEARCARE (Rank 41)2026/08/268080.0%
yusyusonna (Rank 24)2026/08/2532166.7%
はげまん (Rank 28)2026/07/074040.0%
FOX_CQC (Rank 21)2026/07/022020.0%
ぽん (Rank 23)2026/06/3031233.3%
流形 (Rank 15)2026/06/3032166.7%
Shako_P (Rank 22)2026/06/2221150.0%
ウィーザー聴きたい (Rank 30)2026/06/194040.0%
シュシュっと悟空(63 (Rank 21)2026/06/194040.0%
M&E (Rank 23)2026/06/102020.0%
Martin1833 (Rank 24)2026/06/0743175.0%
dalmax72 (Rank 22)2026/06/0332166.7%
MikuMartineau (Rank 29)2026/05/114040.0%
tkdroyalz (Rank 22)2026/05/1032166.7%
elbowcommand (Rank 24)2026/04/1832166.7%
ILAYZA (Rank 21)2026/04/18220100.0%
shiphon74 (Rank 23)2026/03/3132166.7%
T-J-J (Rank 21)2026/03/2952340.0%

Round openings

Sarah

Career
363–353 · 50.7%
This season
116 matches · 42.2%
Peak rank
25

First hit in 61.3% of 411 rounds. Won 47.6% of the rounds they struck first, 37.1% of the rounds they were struck first.

Significant Tells

  • After opening the round before with “G guard into 3K+G Low Spin Kick”: opens with “G guard into 3K+G Low Spin Kick” in 32.6% of rounds, against 10.7% after anything else.

How is this tested?

guardG into Crescent Heel4K+G7818.9%
guardG into evade down6816.5%
guardG into Low Spin Kick3K+G5713.8%
crouch into Long Snap Side Chop3P+K5112.3%
evade down into Crescent Heel4K+G245.8%
evade down into guardG194.6%
backdash into Crescent Heel4K+G184.4%
guardG into Long Snap Side Chop3P+K153.6%
evade down into Low Spin Kick3K+G143.4%
crouch into Low Spin Kick3K+G102.4%
Full Spin Heel Kick9K71.7%
Full Spin Heel Kick9K into forward dash51.2%
evade down into Long Snap Side Chop3P+K51.2%
guardG into Full Spin Heel Kick9K51.2%
guardG into crouch51.2%

16 further openings account for the other 32 rounds.

Counted from 105 of the 116 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
Akira10–6 · 62%4–3 · 57%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.

11 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 (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: 1 of 15 tests hold up