VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

Shioooni

Career matches5,376
Career win rate44.9%
Round win rate49.5%
Peak rank27
Distinct opponents123
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1501 #2,013 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

Sarah275,3762,4142,96244.9%

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

749 of 940 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.6454749

By opponent's character

Akira7.4446100
Aoi7.846877
Kage7.142863
Jacky7.444650
Pai7.746351
Wolf8.047860
Eileen7.243246
Jeffry7.645745
Lion7.544850
Sarah8.148639
Goh7.243232
Vanessa7.544919
Brad8.047826
Shun8.249122
El Blaze7.846712
Taka6.941520
Lei Fei7.444416
Jean6.53928
Lau9.35593
Dural8.651410

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

Akira36191752.8%-0.3
Aoi29161355.2%+6.3
Kage1981142.1%-7.4
Jacky168850.0%-4.0
Pai1661037.5%-5.2
Wolf157846.7%-9.5
Eileen148657.1%+19.0
Jeffry147750.0%+9.6
Lion146842.9%-7.3
Sarah126650.0%+12.1
Goh93633.3%-16.3
Vanessa84450.0%-1.3
Brad74357.1%+2.4
Shun63350.0%+3.1
El Blaze53260.0%+6.3
Taka52340.0%-0.5
Lei Fei41325.0%-30.4
Jean31233.3%-12.2
Lau31233.3%-10.3
Dural220100.0%+52.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Single Wall34161847.1%-5.0
Octagon32171553.1%+7.8
Rectangle27111640.7%-8.7
Full Fence26131350.0%+2.6
Open24101441.7%-9.1
Low Fence23111247.8%-3.0
Breakable Half Fence1910952.6%+11.0
Breakable Full Fence1810855.6%+2.4
Half Fence1710758.8%+8.1
Full Fence and Open104640.0%-3.2

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
Walls13951.1%48.0%+3.1
No walls8145.7%50.7%-5.0

Walls against open: +8.1 points (95% range -5.2 to +21.4), p 0.234 — 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

muuuuuuk (Rank 29)2026/07/0485362.5%
NEKOz (Rank 25)2026/07/0464266.7%
ガンオンやりたひ (Rank 28)2026/07/0251420.0%
え~る (Rank 24)2026/07/0242250.0%
Gun-Interceptor (Rank 26)2026/07/0232166.7%
jackgnhang (Rank 29)2026/06/2531233.3%
nekota (Rank 24)2026/06/2565183.3%
syounai (Rank 27)2026/06/1541325.0%
MaxMuncy (Rank 25)2026/06/1541325.0%
我的名字叫顺溜 (Rank 21)2026/06/1043175.0%
ぽん (Rank 26)2026/06/1053260.0%
ルビーロマン葵 (Rank 28)2026/06/0943175.0%
fazz00r (Rank 27)2026/06/0742250.0%
Shako_P (Rank 23)2026/06/0532166.7%
kimxxxtt (Rank 24)2026/06/02330100.0%
イチゲン (Rank 29)2026/05/2442250.0%
銀 (Rank 27)2026/05/2232166.7%
GaaMANジール (Rank 24)2026/05/1852340.0%
6132da (Rank 23)2026/05/18330100.0%
montanmo (Rank 26)2026/05/1831233.3%
你好~我有甲級屠龍检证 (Rank 21)2026/05/1832166.7%
さばみそ (Rank 27)2026/05/1231233.3%
BANANA (Rank 29)2026/05/1231233.3%
GWO (Rank 24)2026/05/1231233.3%
ohtenki (Rank 29)2026/05/1232166.7%

Round openings

Sarah

Career
2,414–2,962 · 44.9%
This season
237 matches · 48.5%
Peak rank
27

First hit in 60.7% of 939 rounds. Won 50.7% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 58.2% of rounds, against 26.6% in their other rounds.
  • Against Jacky: evades first in 27.4% of rounds, against 12.6% against everyone else.
  • After opening the round before by evading: attacks straight away in 41.2% of rounds, against 24.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 15.9% of rounds, against 6.9% after anything else.
  • In round 2: opens with “backdash into 4K+G Crescent Heel” in 14.5% of rounds, against 4.1% in their other rounds.
  • Against Pai: opens with “backdash into 4K+G Crescent Heel” in 16.9% of rounds, against 5.8% against everyone else.

How is this tested?

backward movement into Hide Side Kick (Deflect)P+K13013.8%
Hide Side Kick (Deflect)P+K10010.6%
backdash into Crescent Heel4K+G636.7%
backdash into guardG545.7%
crouch into Leg Slicer2K+G485.1%
Hide Side Kick (Deflect)P+K into Double Rise Kick4P+K424.5%
evade down into guardG414.3%
forward dash into Low Spin Kick3K+G394.1%
Rising Elbow6P into Elbow Side Chop6PP363.8%
evade up into guardG323.4%
evade down into Low Spin Kick3K+G303.2%
Rising Elbow6P into throwP+G293.1%
backdash into evade down232.4%
guardG181.9%
backdash into Low Spin Kick3K+G111.2%

103 further openings account for the other 248 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–12 · 45%8–4 · 67%too few to test
Aoi8–9 · 47%7–3 · 70%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 (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: 6 of 15 tests hold up