VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

あいりく

Career matches11,851
Career win rate49.8%
Round win rate50.0%
Peak rank36
Distinct opponents386
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1759 #524 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

Sarah3611,8515,8995,95249.8%

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

4,311 of 6,081 rounds counted

6.4 inputs a second (381 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.43814,311

By opponent's character

Jacky6.4383579
Jean6.6394504
Akira6.4384456
Sarah6.2373327
Kage6.2373275
Goh6.4386336
Wolf6.4384319
Lau6.4382280
Aoi6.4383141
Shun6.0362186
Jeffry6.438490
Lion6.2374105
Brad6.539285
Pai6.5391138
Lei Fei6.1364132
El Blaze6.3377116
Vanessa6.3377132
Eileen6.237539
Taka6.136739
Dural6.639532

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

Jacky1781077160.1%+6.7
Jean154797551.3%+0.9
Akira131656649.6%-0.4
Sarah123675654.5%+5.2
Kage115506543.5%-4.8
Goh98554356.1%+5.0
Wolf95514453.7%+2.1
Lau80314938.8%-8.7
Aoi63352855.6%+5.8
Shun63293446.0%-6.0
Jeffry57292850.9%+1.9
Lion54243044.4%-6.0
Brad50232746.0%-1.6
Pai50232746.0%-6.8
Lei Fei49222744.9%-5.7
El Blaze44222250.0%+1.6
Vanessa44182640.9%-7.6
Eileen26131350.0%-2.4
Taka125741.7%+0.6
Dural95455.6%+3.5

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Full Fence179899049.7%-0.6
Low Fence162729044.4%-6.7
Single Wall160728845.0%-6.0
Half Fence154807452.0%+1.7
Rectangle147885959.9%+9.8
Breakable Half Fence143628143.4%-5.6
Octagon142855759.9%+9.1
Open136736353.7%+3.8
Breakable Full Fence130616946.9%-4.6
Full Fence and Open73324143.8%-5.6

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
Walls89552.0%50.4%+1.5
No walls45847.4%50.3%-3.0

Walls against open: +4.5 points (95% range -1.5 to +10.5), p 0.145 — 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

えなお (Rank 35)2026/09/24127558.3%
kiyohara-j (Rank 36)2026/09/24139469.2%
kampfarkz (Rank 34)2026/09/18128466.7%
shuri_nero (Rank 35)2026/09/181714382.3%
AOEアオイ (Rank 33)2026/09/1827171063.0%
ken3000wo (Rank 36)2026/09/18136746.1%
alleni3xvf5ws (Rank 37)2026/09/18135838.5%
荒駒松太郎 (Rank 39)2026/09/18126650.0%
お~ちゃん (Rank 34)2026/09/182014670.0%
ゲッパー (Rank 34)2026/09/171761135.3%
kansimamoto (Rank 34)2026/09/17139469.2%
ぶーん (Rank 33)2026/09/162216672.7%
うるヲ参拾 (Rank 39)2026/09/161661037.5%
ごちももも (Rank 35)2026/09/162316769.6%
Reezent_Sousui (Rank 36)2026/09/1529191065.5%
RUSH (Rank 38)2026/09/151741323.5%
∈挙動不審∋ (Rank 35)2026/09/131712570.6%
ハンニバル (Rank 38)2026/09/12125741.7%
ジークリオン (Rank 37)2026/08/252112957.1%
くろね@のびしろF (Rank 35)2026/07/252181338.1%
banjar (Rank 38)2026/07/24113827.3%
イイクルーン (Rank 37)2026/07/221221016.7%
どろパイ (Rank 34)2026/06/29149564.3%
schwein777 (Rank 35)2026/06/02123925.0%
jizou_guile (Rank 33)2026/04/161331023.1%

Round openings

Sarah

Career
5,899–5,952 · 49.8%
This season
1,495 matches · 50.4%
Peak rank
36

First hit in 57.6% of 6,058 rounds. Won 54.2% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 8.3% of rounds, against 5.4% in their other rounds.
  • Against Wolf: evades first in 4.8% of rounds, against 1.2% against everyone else.
  • On Rectangle stages: attacks straight away in 73.7% of rounds, against 66.5% on the other stages.
  • After winning a round: backs off first in 25.1% of rounds, against 19.7% after losing one.
  • When behind: attacks straight away in 72.6% of rounds, against 66.8% when ahead or level.
  • In round 3: opens with “6P Rising Elbow” in 16.3% of rounds, against 13.3% in their other rounds.
  • Against Jacky: opens with “44K Sharpsword” in 17.3% of rounds, against 10.1% against everyone else.
  • After opening the round before with “44K Sharpsword”: opens with “2P Squat Straight into backdash” in 8.2% of rounds, against 5.1% after anything else.
  • After losing a round: opens with “6P Rising Elbow” in 22.5% of rounds, against 8.2% after winning one.
  • When behind: opens with “6P Rising Elbow” in 22.7% of rounds, against 10.8% when ahead or level.

How is this tested?

Rising Elbow6P85614.1%
Sharpsword44K66510.9%
Squat Straight2P into backdash2934.8%
backdash into Crescent Heel4K+G2223.6%
backdash into evade up1963.2%
Stiletto66K1792.9%
backdash into evade down1652.7%
kickK into punchP1612.6%
Sharpsword44K into Sharpsword Combo44KK1572.6%
Squat Straight2P1542.5%
Leg Slicer2K+G1512.5%
Quick Knee6K into Quick Knee Straight6KP1101.8%
forward dash into guardG1101.8%
Sharpsword44K into backdash1091.8%
punchP into Jab StraightPP1051.7%

281 further openings account for the other 2,459 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky61–35 · 64%32–29 · 52%+12.5
Jean51–49 · 51%25–22 · 53%-3.0
Akira37–47 · 44%20–15 · 57%-11.0
Sarah44–33 · 57%15–14 · 52%too few to test
Kage34–32 · 52%7–23 · 23%+24.7
Goh39–18 · 68%16–20 · 44%+23.7
Wolf27–21 · 56%16–20 · 44%+11.4
Lau22–28 · 44%6–16 · 27%too few to test
Aoi18–15 · 55%12–9 · 57%too few to test
Shun20–19 · 51%8–15 · 35%too few to test
Jeffry19–20 · 49%9–6 · 60%too few to test
Lion13–17 · 43%5–12 · 29%too few to test
Brad16–16 · 50%7–5 · 58%too few to test
Pai13–17 · 43%9–9 · 50%too few to test
Lei Fei15–14 · 52%4–7 · 36%too few to test
El Blaze15–16 · 48%7–4 · 64%too few to test
Vanessa9–19 · 32%8–6 · 57%too few to test
Eileen6–9 · 40%7–4 · 64%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.

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 (18 here; about 0.9 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: 10 of 18 tests hold up