VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

PON

Career matches3,250
Career win rate52.0%
Round win rate49.5%
Peak rank38
Distinct opponents129
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1744 #609 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

Sarah383,2501,6911,55952.0%

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

523 of 1,257 rounds counted

6.3 inputs a second (377 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.3377523

By opponent's character

Jeffry6.43837
Jacky6.639483
Akira6.237520
Vanessa6.23709
Lion6.237033
Lau6.237246
Jean6.035958
Shun6.136724
Wolf6.539238
Sarah6.237239
Lei Fei6.841013
Eileen6.035931
Goh6.639419
Kage6.539018
Pai6.338040
Aoi6.337817
Brad6.136625
Taka5.93533

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

Jeffry37162143.2%-5.7
Jacky3122971.0%+24.8
Akira24101441.7%-8.0
Vanessa23121152.2%-2.6
Lion2071335.0%-13.2
Lau1971236.8%-7.0
Jean1811761.1%-2.4
Shun1661037.5%-8.8
Wolf168850.0%-7.3
Sarah1510566.7%+17.5
Lei Fei148657.1%+5.2
Eileen136746.1%-0.9
Goh126650.0%-4.7
Kage126650.0%+0.8
Pai1211191.7%+36.2
Aoi116554.5%-5.7
Brad115645.5%-9.0
El Blaze41325.0%-26.5
Taka31233.3%-12.5

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Half Fence40182245.0%-4.9
Octagon36201655.6%+5.5
Rectangle33201360.6%+8.8
Breakable Full Fence31171454.8%+3.2
Low Fence31151648.4%-8.1
Breakable Half Fence29131644.8%-3.6
Open29131644.8%-6.1
Single Wall26111542.3%-7.4
Full Fence2416866.7%+17.2
Full Fence and Open22111150.0%-4.2

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19353.9%50.6%+3.3
No walls8645.3%51.9%-6.6

Walls against open: +9.8 points (95% range -3.5 to +23.2), p 0.147 — 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

ゲッパー (Rank 38)2026/09/2274357.1%
maruneru-_-khs (Rank 35)2026/09/2284450.0%
ぱりぱり (Rank 41)2026/09/2241325.0%
hikabun (Rank 35)2026/09/2253260.0%
めっちゃセコいラウ (Rank 41)2026/09/229090.0%
ヤートン (Rank 39)2026/09/22103730.0%
Kenちろ_やってます (Rank 38)2026/09/1832166.7%
sarurou-youtube (Rank 40)2026/09/1831233.3%
vivid_dot4 (Rank 35)2026/08/3132166.7%
かっこ悪いジャッキー (Rank 39)2026/06/10440100.0%
H-CUBE 駅まえ (Rank 37)2026/05/3176185.7%
タマ@デイトナ志木勢 (Rank 36)2026/05/2563350.0%
Aki (Rank 38)2026/05/1694544.4%
B軍団 (Rank 33)2026/05/1143175.0%
Lidly (Rank 37)2026/05/1132166.7%
ちまお (Rank 38)2026/04/1041325.0%
バルゴ・デミーラ (Rank 39)2026/04/094040.0%
借酒中 (Rank 34)2026/04/0953260.0%
megadeth0112 (Rank 33)2026/04/0963350.0%
Saibo_season2 (Rank 37)2026/04/0341325.0%
まか (Rank 32)2026/04/0352340.0%
gavotte (Rank 32)2026/03/2842250.0%
GOGOPEKAaa (Rank 34)2026/03/2842250.0%
nidaimebannai (Rank 32)2026/03/2895455.6%
しろ/Shiro (Rank 33)2026/03/2873442.9%

Round openings

Sarah

Career
1,691–1,559 · 52.0%
This season
311 matches · 51.1%
Peak rank
38

First hit in 54.8% of 1,257 rounds. Won 52.0% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 54.9% of rounds, against 39.9% in their other rounds.
  • Against Shun: waits first in 22.6% of rounds, against 8.4% against everyone else.
  • In round 4 or later: opens with “3P+K Long Snap Side Chop” in 10.7% of rounds, against 5.7% in their other rounds.
  • Against Aoi: opens with “44P Back Knuckle Turn into crouch” in 16.7% of rounds, against 5.1% against everyone else.

How is this tested?

backdash into Crescent Heel4K+G1189.4%
Long Snap Side Chop3P+K887.0%
Sharpsword44K705.6%
Back Knuckle Turn44P into crouch695.5%
crouch into Squat Straight2P554.4%
Hide Side Kick (Deflect)P+K493.9%
backdash into evade up423.3%
Stiletto66K342.7%
kickK into punchP322.5%
crouch dash forward into Rising Elbow6P302.4%
crouch dash forward into guardG282.2%
punchP282.2%
crouch dash back into Crescent Heel4K+G272.1%
Back Knuckle Turn44P262.1%
Sharpsword44K into Sharpsword Combo44KK262.1%

171 further openings account for the other 535 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry7–9 · 44%6–7 · 46%too few to test
Jacky13–6 · 68%5–3 · 62%too few to test
Akira9–9 · 50%1–4 · 20%too few to test
Vanessa9–4 · 69%1–5 · 17%too few to test
Lion4–8 · 33%3–3 · 50%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 (16 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 16 tests hold up