VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

th19750405

Career matches2,755
Career win rate50.2%
Round win rate52.3%
Peak rank29
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1499 #2,024 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

Sarah292,7551,3831,37250.2%

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

882 of 966 rounds counted

8.0 inputs a second (478 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah8.0478882

By opponent's character

Wolf8.148593
Akira8.1486100
Jean8.048288
Aoi7.947573
Pai7.947373
Sarah8.249456
Jacky8.047860
Lion8.148661
Jeffry8.048050
Goh7.544837
Shun7.746241
Kage8.148832
El Blaze7.846525
Taka7.947228
Eileen7.545216
Lau8.249112
Lei Fei7.746021
Brad7.84708
Vanessa8.45038

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

Wolf29141548.3%-5.2
Akira27101737.0%-19.6
Jean21111052.4%+2.5
Aoi1913668.4%+6.3
Pai1810855.6%-5.0
Sarah178947.1%-1.8
Jacky1511473.3%+24.5
Lion1412285.7%+32.0
Jeffry137653.9%+4.7
Goh115645.5%+1.1
Shun114736.4%-20.0
Kage96366.7%+5.5
El Blaze73442.9%-11.5
Taka74357.1%-10.4
Eileen54180.0%+18.6
Lau52340.0%-7.0
Lei Fei53260.0%-7.4
Brad220100.0%+60.3
Vanessa2020.0%-55.8

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

Half Fence34191555.9%+1.4
Rectangle31161551.6%+0.1
Breakable Full Fence28181064.3%+13.7
Low Fence28121642.9%-15.5
Single Wall25131252.0%-2.8
Breakable Half Fence22111150.0%-1.5
Open2213959.1%+3.7
Octagon179852.9%-10.0
Full Fence159660.0%+8.8
Full Fence and Open51420.0%-39.4

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14755.8%53.6%+2.2
No walls7550.7%55.6%-5.0

Walls against open: +7.1 points (95% range -6.4 to +20.7), p 0.301 — 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

コナモン@konamon4119 (Rank 28)2026/10/1754180.0%
hapiken (Rank 24)2026/10/1732166.7%
ma.ya2013 (Rank 30)2026/10/17330100.0%
森にゃっき~ (Rank 24)2026/10/1731233.3%
BANANA (Rank 30)2026/10/1693633.3%
anachan194 (Rank 24)2026/10/1643175.0%
nekota (Rank 25)2026/10/1443175.0%
え~る (Rank 27)2026/10/1071614.3%
入れ込むかもしれない (Rank 29)2026/10/1042250.0%
Penoco (Rank 26)2026/10/1031233.3%
ざわまる☆ (Rank 32)2026/10/093030.0%
Shadow (Rank 30)2026/10/0931233.3%
どろパイ (Rank 30)2026/10/034040.0%
abcdkazu1986 (Rank 27)2026/09/2341325.0%
バジ松 (Rank 29)2026/09/0652340.0%
かりすまっくすさん★ (Rank 26)2026/09/0642250.0%
hexa-RAh (Rank 27)2026/09/0543175.0%
たわばTAWABA (Rank 27)2026/09/0543175.0%
こて (Rank 26)2026/09/02107370.0%
37 (Rank 29)2026/08/0432166.7%
紫荆一头牛 (Rank 24)2026/08/0332166.7%
テオ (Rank 30)2026/08/0231233.3%
フォアグラ (Rank 25)2026/07/0343175.0%
pinturicchio (Rank 30)2026/06/2763350.0%
syounai (Rank 28)2026/04/2331233.3%

Round openings

Sarah

Career
1,383–1,372 · 50.2%
This season
237 matches · 54.4%
Peak rank
29

First hit in 56.8% of 692 rounds. Won 53.2% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

  • In round 3: moves in first in 40.4% of rounds, against 25.9% in their other rounds.
  • After winning a round: attacks straight away in 22.9% of rounds, against 11.4% after losing one.
  • In round 4 or later: opens with “3P Snap Side Chop into 3PK Setup Combination” in 10.1% of rounds, against 3.5% in their other rounds.
  • Against Wolf: opens with “6K Quick Knee into 6KK Quick Knee and Toe Kick” in 17.6% of rounds, against 7.0% against everyone else.
  • After opening the round before with “crouch dash forward into evade down”: opens with “crouch dash forward into evade down” in 26.9% of rounds, against 6.1% after anything else.

How is this tested?

backdash into evade up608.5%
Quick Knee6K into Quick Knee and Toe Kick6KK598.4%
crouch dash forward into evade down578.1%
backdash into Crescent Heel4K+G486.8%
Snap Side Chop3P into Setup Combination3PK375.3%
forward movement into punchP365.1%
evade down into guardG304.3%
forward movement into Jab StraightPP273.8%
backward movement into evade up213.0%
backdash into evade down172.4%
evade down into crouch dash forward131.9%
crouch dash forward into guardG121.7%
evade up into crouch dash forward121.7%
guardG into evade down111.6%
Sharpsword44K into Sharpsword Combo44KK101.4%

116 further openings account for the other 253 rounds.

Counted from 172 of the 237 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
Akira3–8 · 27%6–6 · 50%too few to test
Wolf7–4 · 64%3–6 · 33%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.

65 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: 5 of 15 tests hold up