VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Sarah

momonchamu

Career matches8,692
Career win rate49.1%
Round win rate49.2%
Peak rank36
Distinct opponents269
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1632 #1,146 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

Sarah368,6924,2724,42049.1%

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

2,700 of 2,993 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.03622,700

By opponent's character

Jacky6.1363374
Akira6.2374255
Jean5.9351222
Jeffry5.9354191
Sarah6.0359215
Lau6.3376164
Pai6.1368151
Wolf6.1367164
Brad5.8347140
Kage6.0362134
Goh6.1368124
Lion5.9351122
Shun6.036288
El Blaze6.036294
Aoi6.237089
Vanessa5.935249
Taka5.834643
Lei Fei6.036255
Dural6.337620
Eileen6.03596

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

Jacky111575451.4%+2.8
Akira83443953.0%+2.7
Jean57352261.4%+13.8
Jeffry54252946.3%+0.2
Sarah53272650.9%+5.1
Lau45222348.9%-0.6
Pai44172738.6%-8.2
Wolf44222250.0%+0.5
Brad39152438.5%-6.0
Kage36181850.0%-0.1
Goh32131940.6%-9.1
Lion32122037.5%-7.9
Shun24121250.0%-0.2
El Blaze2391439.1%-6.8
Aoi2161528.6%-17.8
Vanessa156940.0%-6.4
Taka145935.7%-14.1
Lei Fei138561.5%+21.4
Dural54180.0%+33.3
Eileen21150.0%-0.1

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Breakable Full Fence85444151.8%+2.3
Octagon85394645.9%-0.7
Full Fence80364445.0%-1.5
Low Fence80384247.5%-2.5
Rectangle79394049.4%+1.2
Half Fence69323746.4%+1.1
Open64333151.6%+6.1
Single Wall60243640.0%-10.7
Breakable Half Fence56282850.0%+0.1
Full Fence and Open44271761.4%+14.0

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
Walls45448.0%47.6%+0.4
No walls20446.6%48.6%-2.0

Walls against open: +2.4 points (95% range -6.5 to +11.2), p 0.600 — 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

五寸釘くん (Rank 34)2026/10/1681712.5%
xu.simon29 (Rank 35)2026/10/14112918.2%
Bird-Tat (Rank 33)2026/10/1265183.3%
∈挙動不審∋ (Rank 34)2026/10/1281712.5%
elf4sale (Rank 32)2026/10/08105550.0%
jiwoonpk (Rank 30)2026/10/08168850.0%
Phrazes_For_The_Young (Rank 33)2026/09/2962433.3%
sby (Rank 31)2026/09/2464266.7%
土俵際 (Rank 33)2026/09/2364266.7%
jinjin (Rank 33)2026/09/2397277.8%
ぷこ (Rank 36)2026/09/1694544.4%
躑躅 (Rank 36)2026/09/141331023.1%
ふぇに (Rank 32)2026/09/14167943.8%
ルビーロマン葵 (Rank 33)2026/09/13106460.0%
스트렌져 (Rank 37)2026/09/1274357.1%
MaBoy (Rank 35)2026/09/1173442.9%
ツッチー (Rank 38)2026/09/1172528.6%
ぬっき~@ (Rank 35)2026/09/0664266.7%
VF劳模 (Rank 37)2026/08/236060.0%
ガンオンやりたひ (Rank 34)2026/08/19115645.5%
会長さん (Rank 31)2026/08/1872528.6%
REDdog.狂犬 (Rank 32)2026/07/2783537.5%
どろパイ (Rank 35)2026/07/2683537.5%
xXsoul-childXx (Rank 30)2026/07/0762433.3%
pinturicchio (Rank 30)2026/06/1565183.3%

Round openings

Sarah

Career
4,272–4,420 · 49.1%
This season
747 matches · 47.9%
Peak rank
36

First hit in 48.0% of 2,694 rounds. Won 50.9% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 43.4% of rounds, against 32.1% in their other rounds.
  • Against Lau: evades first in 75.3% of rounds, against 32.6% against everyone else.
  • On Rectangle stages: moves in first in 23.8% of rounds, against 8.2% on the other stages.
  • After opening the round before by evading: evades first in 44.3% of rounds, against 24.9% after anything else.
  • After losing a round: evades first in 41.1% of rounds, against 22.8% after winning one.
  • When behind: evades first in 40.3% of rounds, against 26.9% when ahead or level.
  • In round 4 or later: opens with “backdash into 4K Switch Kick” in 12.4% of rounds, against 7.7% in their other rounds.
  • Against Lau: opens with “evade up into forward dash” in 31.3% of rounds, against 6.1% against everyone else.
  • On Rectangle stages: opens with “forward movement into P punch” in 23.2% of rounds, against 7.7% on the other stages.
  • After opening the round before with “evade up into forward dash”: opens with “evade up into forward dash” in 27.3% of rounds, against 4.9% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 13.4% of rounds, against 4.8% after losing one.
  • When the score is level: opens with “forward movement into P punch” in 13.1% of rounds, against 7.5% when ahead or behind.

How is this tested?

evade down into forward dash32111.8%
forward movement into punchP2569.4%
backdash into Switch Kick4K2438.9%
evade up into forward dash2037.5%
backdash into evade down2027.4%
guardG into throw escape1676.1%
backdash into Crescent Heel4K+G1094.0%
guardG into evade down913.4%
backdash into Full Spin Heel Kick9K572.1%
backdash into Valkyrie Sword1K+GK562.1%
evade down into backdash552.0%
evade up into backdash521.9%
Leg Slicer2K+G511.9%
backdash into evade up441.6%
Sharpsword44K into Sharpsword Combo44KK361.3%

188 further openings account for the other 776 rounds.

Counted from 679 of the 747 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
Jacky36–32 · 53%14–15 · 48%too few to test
Akira24–17 · 59%15–16 · 48%+9.0
Jean14–12 · 54%14–9 · 61%too few to test
Sarah16–14 · 53%5–2 · 71%too few to test
Jeffry9–17 · 35%4–3 · 57%too few to test
Pai10–19 · 34%2–2 · 50%too few to test
Wolf13–10 · 57%6–3 · 67%too few to test
Lau9–13 · 41%6–3 · 67%too few to test
Brad5–12 · 29%8–8 · 50%too few to test
Kage11–7 · 61%5–10 · 33%too few to test
Goh11–16 · 41%1–1 · 50%too few to test
Lion7–11 · 39%1–3 · 25%too few to test
El Blaze7–9 · 44%0–5 · 0%too few to test
Shun4–7 · 36%0–2 · 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.

68 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 (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: 12 of 16 tests hold up