VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

junkman

Career matches6,916
Career win rate50.3%
Round win rate50.4%
Peak rank38
Distinct opponents229
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1793 #399 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

Sarah386,9163,4793,43750.3%

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

1,069 of 2,550 rounds counted

9.5 inputs a second (569 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah9.55691,069

By opponent's character

Jeffry9.858626
Lei Fei8.9536107
Akira9.959270
Aoi9.758451
Jean9.557299
Wolf10.059759
Brad9.054290
Pai9.758270
Lion9.255475
Shun8.752227
Lau9.657754
Sarah9.858839
Vanessa9.657859
Goh9.355952
Kage9.053817
El Blaze9.758434
Jacky9.858843
Eileen9.859045
Taka9.355648
Dural9.35604

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

Jeffry59243540.7%-10.0
Lei Fei59312852.5%-1.8
Akira44232152.3%-0.1
Aoi41231856.1%+3.7
Jean41221953.7%+5.8
Wolf40231757.5%+4.5
Brad37221559.5%+11.1
Pai37152240.5%-5.9
Lion34241070.6%+23.3
Shun33181554.5%+7.9
Lau31131841.9%-9.1
Sarah31161551.6%-3.3
Vanessa2571828.0%-21.1
Goh21101147.6%-5.1
Kage2113861.9%+8.0
El Blaze169756.2%+2.1
Jacky1661037.5%-8.6
Eileen158753.3%+7.3
Taka148657.1%+5.6
Dural123925.0%-29.0

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 Fence77423554.5%+5.7
Rectangle70373352.9%+3.3
Single Wall67303744.8%-4.8
Octagon65333250.8%+0.8
Low Fence64333151.6%+1.6
Full Fence60322853.3%+1.2
Half Fence57263145.6%-7.3
Breakable Half Fence55312456.4%+7.1
Open55233241.8%-11.6
Full Fence and Open20101050.0%-0.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls38452.3%50.6%+1.8
No walls18646.2%50.4%-4.2

Walls against open: +5.9 points (95% range -3.5 to +15.3), p 0.219 — 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

ぱりぱり (Rank 40)2026/09/09114736.4%
ビルちゃん (Rank 40)2026/09/0963350.0%
ねこむーと (Rank 38)2026/09/0976185.7%
no-0809 (Rank 39)2026/09/0991811.1%
お~ちゃん (Rank 35)2026/09/0985362.5%
montanmo (Rank 40)2026/09/0964266.7%
津古さん (Rank 37)2026/07/2763350.0%
Sore (Rank 36)2026/07/2754180.0%
mahiro_725 (Rank 35)2026/07/10139469.2%
cyomiko (Rank 39)2026/06/1374357.1%
くりたろう (Rank 37)2026/05/2282625.0%
ゲッパー (Rank 36)2026/05/2274357.1%
jokey_awe94 (Rank 39)2026/05/22147750.0%
デビブル (Rank 41)2026/04/2292722.2%
moto__666 (Rank 36)2026/04/2251420.0%
crazy_brat_girl (Rank 37)2026/04/2184450.0%
金平糖 (Rank 36)2026/04/1553260.0%
muumuu (Rank 38)2026/04/1163350.0%
TKS_5150 (Rank 32)2026/04/0963350.0%
CRY-xxBABYxx (Rank 33)2026/04/0295455.6%
大尉 (Rank 36)2026/04/0282625.0%
おさげ (Rank 37)2026/04/0292722.2%
借酒中 (Rank 34)2026/04/0264266.7%
Snow_Diabolos (Rank 37)2026/04/0263350.0%
Kiri (Rank 37)2026/04/0273442.9%

Round openings

Sarah

Career
3,479–3,437 · 50.3%
This season
627 matches · 50.7%
Peak rank
38

First hit in 51.8% of 2,539 rounds. Won 53.4% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 57.9% of rounds, against 48.8% in their other rounds.
  • Against Lau: moves in first in 77.3% of rounds, against 49.7% against everyone else.
  • After opening the round before by waiting: waits first in 12.1% of rounds, against 4.5% after anything else.
  • After losing a round: moves in first in 56.6% of rounds, against 40.9% after winning one.
  • When behind: moves in first in 58.7% of rounds, against 44.1% when ahead or level.
  • In round 1: opens with “forward movement into P punch” in 10.5% of rounds, against 6.4% in their other rounds.
  • Against Sarah: opens with “backdash into 4K+G Crescent Heel” in 19.0% of rounds, against 5.5% against everyone else.
  • On Rectangle stages: opens with “forward movement into P punch” in 14.5% of rounds, against 6.5% on the other stages.
  • After opening the round before with “crouch dash forward into backdash”: opens with “crouch dash forward into backdash” in 17.8% of rounds, against 10.1% after anything else.
  • After losing a round: opens with “crouch dash forward into backdash” in 14.3% of rounds, against 7.5% after winning one.
  • When behind: opens with “crouch dash forward into backdash” in 15.2% of rounds, against 9.1% when ahead or level.

How is this tested?

crouch dash forward into backdash26210.2%
forward movement into punchP1907.4%
backdash into Crescent Heel4K+G1606.3%
backdash into evade down1485.8%
crouch dash forward into throw escape1465.7%
crouch into Squat Straight2P783.0%
backdash into evade up773.0%
crouch dash forward into Rising Elbow6P692.7%
forward dash into Rising Elbow6P592.3%
crouch dash forward into backward movement562.2%
crouch dash forward into forward dash562.2%
backdash into Serpent Toe Kick2P+K401.6%
crouch dash forward into throwP+G371.4%
forward dash into guardG341.3%
backdash into throw escape331.3%

267 further openings account for the other 1,111 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry15–19 · 44%4–11 · 27%too few to test
Lei Fei22–19 · 54%5–4 · 56%too few to test
Akira14–15 · 48%5–6 · 45%too few to test
Aoi16–10 · 62%5–5 · 50%too few to test
Jean9–7 · 56%12–11 · 52%too few to test
Wolf16–7 · 70%4–8 · 33%too few to test
Brad15–6 · 71%6–6 · 50%too few to test
Pai11–16 · 41%4–5 · 44%too few to test
Lion17–6 · 74%5–4 · 56%too few to test
Shun14–11 · 56%3–4 · 43%too few to test
Lau7–13 · 35%5–5 · 50%too few to test
Sarah7–10 · 41%9–3 · 75%too few to test
Vanessa5–11 · 31%2–6 · 25%too few to test
Goh5–3 · 62%4–6 · 40%too few to test
Kage9–7 · 56%3–1 · 75%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: 11 of 16 tests hold up