VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

74186

Career matches4,027
Career win rate38.4%
Round win rate46.7%
Peak rank27
Distinct opponents388
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1369 #2,811 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

Sarah274,0271,5462,48138.4%

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

1,856 of 2,493 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah8.75201,856

By opponent's character

Akira8.7525291
Aoi8.6514193
Jacky8.9534156
Wolf9.1544151
Shun8.9535108
Goh8.8526126
Jeffry9.054176
Pai8.6518117
Sarah8.1484104
El Blaze8.953570
Lion8.651374
Lau8.852849
Kage8.249261
Brad7.947753
Eileen8.148834
Jean8.651657
Lei Fei8.450547
Vanessa8.852843
Taka8.651746

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

Akira95484750.5%+4.7
Aoi66273940.9%-4.3
Jacky54233142.6%+4.5
Wolf54233142.6%+4.8
Shun52252748.1%-2.8
Goh39132633.3%-12.6
Jeffry37181948.6%+5.0
Pai35171848.6%+12.3
Sarah32151746.9%+4.9
El Blaze2381534.8%-10.5
Lion2341917.4%-23.6
Lau22121054.5%+5.1
Kage1941521.1%-15.5
Brad1510566.7%+28.1
Eileen1531220.0%-22.1
Jean145935.7%-9.3
Lei Fei135838.5%-5.0
Vanessa126650.0%+0.6
Taka117463.6%+28.4

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.

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

Open69323746.4%+3.9
Half Fence67274040.3%-1.2
Single Wall67244335.8%-9.4
Full Fence65273841.5%-6.6
Rectangle64283643.8%+1.5
Octagon59312852.5%+12.7
Low Fence55163929.1%-12.2
Breakable Half Fence54223240.7%-1.8
Breakable Full Fence50262452.0%+9.0
Full Fence and Open42182442.9%+0.3

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
Walls35944.8%43.1%+1.8
No walls19137.7%42.6%-4.9

Walls against open: +6.6 points (95% range -2.1 to +15.4), p 0.138 — 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

委員ちょ@アケコン導入 (Rank 21)2026/10/0953260.0%
t4a (Rank 24)2026/10/0941325.0%
HayanieMozu (Rank 23)2026/10/0741325.0%
potimaru1059 (Rank 22)2026/10/0751420.0%
Crippler08r (Rank 23)2026/10/0365183.3%
yasai (Rank 25)2026/09/29117463.6%
ni-ku-ji-ru (Rank 27)2026/09/2653260.0%
zxyzguy (Rank 24)2026/09/2454180.0%
jyariten-1968 (Rank 25)2026/09/2342250.0%
ねこ吉 (Rank 25)2026/09/2343175.0%
hosomayugenom (Rank 24)2026/09/1841325.0%
まろんた (Rank 24)2026/09/17106460.0%
chibo (Rank 23)2026/09/1543175.0%
nekota (Rank 24)2026/09/1463350.0%
ゅろぽ (Rank 25)2026/09/1453260.0%
omuretukun (Rank 22)2026/08/1753260.0%
Martin1833 (Rank 25)2026/08/1752340.0%
Siva-Duke (Rank 26)2026/08/02660100.0%
naowai (Rank 21)2026/07/1476185.7%
HaseMasa (Rank 24)2026/07/054040.0%
dalmax72 (Rank 23)2026/06/2443175.0%
neco (Rank 21)2026/06/15139469.2%
和那 (Rank 21)2026/06/1552340.0%
フォアグラ (Rank 24)2026/05/2641325.0%
BL-801 (Rank 22)2026/04/1851420.0%

Round openings

Sarah

Career
1,546–2,481 · 38.4%
This season
631 matches · 43.3%
Peak rank
27

First hit in 54.9% of 2,392 rounds. Won 51.8% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 77.3% of rounds, against 59.0% in their other rounds.
  • Against Shun: attacks straight away in 52.8% of rounds, against 31.9% against everyone else.
  • On Single Wall stages: attacks straight away in 49.8% of rounds, against 31.6% on the other stages.
  • After opening the round before by attacking: attacks straight away in 45.6% of rounds, against 33.7% after anything else.
  • In round 1: opens with “backdash” in 21.7% of rounds, against 12.3% in their other rounds.
  • Against Wolf: opens with “backdash into 4K Switch Kick” in 22.8% of rounds, against 12.5% against everyone else.
  • After opening the round before with “backdash”: opens with “backdash” in 23.3% of rounds, against 10.5% after anything else.
  • After losing a round: opens with “backdash into 6KK Quick Knee and Toe Kick” in 19.0% of rounds, against 9.8% after winning one.
  • When behind: opens with “backdash into 6KK Quick Knee and Toe Kick” in 18.1% of rounds, against 12.2% when ahead or level.

How is this tested?

backdash into Quick Knee and Toe Kick6KK39316.3%
backdash35414.7%
backdash into Switch Kick4K32613.5%
Low Spin Kick3K+G2189.1%
backdash into Stiletto66K2008.3%
backdash into Crescent Heel4K+G1104.6%
Quick Knee6K1084.5%
Quick Knee6K into Quick Knee and Toe Kick6KK692.9%
backdash into backward movement662.7%
kickK632.6%
Full Spin Heel Kick9K into Stiletto66K502.1%
Leg Slicer2K+G492.0%
Full Spin Heel Kick9K into Quick Knee6K271.1%
guardG into Double Joint Butt6PK271.1%
kickK into Full Spin Heel Kick9K210.9%

115 further openings account for the other 328 rounds.

Counted from 609 of the 631 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
Akira25–24 · 51%13–15 · 46%too few to test
Aoi11–19 · 37%9–14 · 39%too few to test
Jacky16–15 · 52%5–10 · 33%too few to test
Shun12–14 · 46%9–10 · 47%too few to test
Wolf15–18 · 45%1–9 · 10%too few to test
Goh9–15 · 38%2–10 · 17%too few to test
Jeffry8–11 · 42%7–5 · 58%too few to test
Pai13–8 · 62%2–6 · 25%too few to test
Sarah9–9 · 50%5–4 · 56%too few to test
El Blaze4–8 · 33%3–6 · 33%too few to test
Lau7–6 · 54%4–4 · 50%too few to test
Lion2–12 · 14%0–4 · 0%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.

22 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 (17 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: 9 of 17 tests hold up