VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Sarah

Quasi_Kevlar

Career matches540
Career win rate43.7%
Round win rate42.0%
Peak rank23
Distinct opponents18
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1392 #2,690 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

Sarah2354023630443.7%

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

221 of 224 rounds counted

9.0 inputs a second (541 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah9.0541221

By opponent's character

Taka9.456345
Pai8.852927
Kage9.858925
Sarah9.758319
Wolf8.450621
Lau8.048021
Jacky9.355817
Lei Fei8.249118
Jeffry9.054015
Lion9.55726
Eileen8.65134
Shun8.45073

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

Taka116554.5%+21.8
Pai73442.9%-13.7
Kage6060.0%-35.1
Sarah61516.7%-22.2
Wolf62433.3%-8.6
Lau52340.0%+1.2
Jacky42250.0%+23.3
Lei Fei43175.0%+20.3
Jeffry31233.3%+2.1
Lion21150.0%+13.5
Eileen110100.0%+69.9
Shun1010.0%-24.1

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

Breakable Full Fence115645.5%+10.0
Full Fence104640.0%-12.8
Rectangle95455.6%+18.5
Single Wall74357.1%+26.7
Breakable Half Fence52340.0%+4.1
Low Fence41325.0%-18.7
Open4040.0%-36.9
Full Fence and Open21150.0%+13.5
Half Fence2020.0%-32.5

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
Walls3743.2%41.1%+2.2
No walls1533.3%36.2%-2.9

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

WudangHazuki (Rank 6)2026/06/16110100.0%
GunShocka (Rank 23)2026/06/14110100.0%
lionmusashi (Rank 25)2026/06/1431233.3%
lilpuncake123 (Rank 25)2026/06/136060.0%
Sambin0 (Rank 24)2026/06/13116554.5%
lambslide (Rank 21)2026/06/131010.0%
skoydman187 (Rank 21)2026/06/13220100.0%
Kai_Uchiha10 (Rank 28)2026/06/1331233.3%
Henshin (Rank 21)2026/06/1353260.0%
Dice (Rank 24)2026/06/1221150.0%
SunGoblin (Rank 25)2026/06/12110100.0%
KennethParkClassof2004 (Rank 25)2026/06/1232166.7%
TheEthnicMixup (Rank 24)2026/06/122020.0%
OmegaBankai (Rank 25)2026/06/1251420.0%
own1jef123 (Rank 27)2026/06/111010.0%
BsMWakaFlocK (Rank 21)2026/06/1121150.0%
poppo (Rank 26)2026/06/0751420.0%
temjin44 (Rank 23)2026/06/072020.0%

Round openings

Sarah

Career
236–304 · 43.7%
This season
56 matches · 39.3%
Peak rank
23

First hit in 53.6% of 224 rounds. Won 43.3% of the rounds they struck first, 40.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Full Spin Heel Kick9K3214.3%
backdash into Somersault Kick7K2812.5%
backdash into backward movement219.4%
backdash into Quick Knee and Toe Kick6KK167.1%
backdash156.7%
backdash into Stiletto66K73.1%
backward movement into Somersault Kick7K41.8%
backdash into Feather Scarecrow8K31.3%
backdash into Sharpsword44K31.3%
backdash into Switch Kick4K31.3%
backdash into guardG31.3%
backward movement into backdash31.3%
crouch dash back31.3%
crouch dash back into evade down31.3%
kickK31.3%

62 further openings account for the other 77 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Sarah: not tested (too few rounds)