VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

IkebukuroSarah

Career matches5,568
Career win rate51.1%
Round win rate47.6%
Peak rank37
Distinct opponents218
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1695 #827 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

Sarah375,5682,8452,72351.1%

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

2,294 of 2,928 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.83492,294

By opponent's character

Akira5.9351232
Jacky5.8351251
Lion6.0362222
Jeffry5.8346137
Goh5.9355152
Kage5.7343188
Lau6.0358112
Aoi6.0358116
El Blaze5.532892
Wolf5.7340120
Brad5.935279
Shun5.8350103
Sarah5.734490
Vanessa5.834581
Jean5.834568
Eileen5.633466
Lei Fei5.734065
Taka5.733966
Pai5.834734
Dural6.136420

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

Akira76324442.1%-7.0
Jacky76274935.5%-12.0
Lion59342557.6%+14.1
Jeffry57243342.1%-5.6
Goh53312258.5%+10.5
Kage51213041.2%-2.8
Lau38182047.4%+0.3
Aoi34211361.8%+19.2
El Blaze33181554.5%+7.7
Wolf33151845.5%-2.3
Brad32161650.0%+8.6
Shun32151746.9%-1.9
Sarah3172422.6%-21.0
Vanessa28151353.6%+11.9
Jean22111150.0%+3.6
Eileen1921710.5%-31.2
Lei Fei1881044.4%+8.1
Taka1861233.3%-13.5
Pai95455.6%+14.6
Dural65183.3%+34.3

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Half Fence85404547.1%+2.3
Low Fence85424349.4%+3.1
Rectangle83315237.4%-10.6
Octagon72403255.6%+12.1
Open69323746.4%-0.1
Breakable Full Fence68313745.6%-2.1
Breakable Half Fence67373055.2%+10.8
Single Wall65273841.5%-2.8
Full Fence55233241.8%-2.8
Full Fence and Open35181751.4%+3.9

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
Walls43047.0%45.7%+1.3
No walls21946.1%45.8%+0.3

Walls against open: +1.0 points (95% range -7.7 to +9.8), p 0.816 — 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

RedCap (Rank 40)2026/10/17115645.5%
ヘニオ (Rank 34)2026/10/1786275.0%
漂泊の民回線ジプシー (Rank 37)2026/10/16121118.3%
大谷 小平 (Rank 37)2026/10/16108280.0%
ふぇに (Rank 35)2026/10/11113827.3%
躑躅 (Rank 39)2026/10/11103730.0%
おこげ (Rank 36)2026/10/0484450.0%
MaBoy (Rank 35)2026/09/26127558.3%
Kiri (Rank 39)2026/09/2585362.5%
대통령혀가참길다. (Rank 38)2026/09/25125741.7%
타우끼/taukee (Rank 36)2026/09/0994544.4%
ENGLID (Rank 39)2026/09/0993633.3%
expensive-sand (Rank 37)2026/09/05146842.9%
banpal/バンパル (Rank 37)2026/08/25104640.0%
guigui8393 (Rank 36)2026/08/2186275.0%
へにほに (Rank 35)2026/08/20105550.0%
へっぽこラウ (Rank 34)2026/08/171510566.7%
究極無敵 (Rank 38)2026/08/0496366.7%
★闘将拉麵男★ (Rank 36)2026/06/1473442.9%
マーウォ (Rank 37)2026/06/0985362.5%
Umemon2026 (Rank 36)2026/06/0584450.0%
滝太郎(Takitarou) (Rank 33)2026/06/0373442.9%
ROMANSKIN (Rank 34)2026/05/30124833.3%
会長さん (Rank 34)2026/05/2386275.0%
金平糖 (Rank 39)2026/05/2184450.0%

Round openings

Sarah

Career
2,845–2,723 · 51.1%
This season
725 matches · 45.7%
Peak rank
37

First hit in 49.2% of 2,691 rounds. Won 53.5% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 17.2% of rounds, against 12.0% in their other rounds.
  • Against Jeffry: backs off first in 23.6% of rounds, against 12.4% against everyone else.
  • After losing a round: waits first in 12.4% of rounds, against 6.6% after winning one.
  • When behind: waits first in 12.0% of rounds, against 7.8% when ahead or level.
  • In round 1: opens with “3P Snap Side Chop into 3PP Snap Side Chop Double” in 6.1% of rounds, against 2.6% in their other rounds.
  • Against Aoi: opens with “1K+G Valkyrie Low into 1K+GK Valkyrie Sword” in 13.4% of rounds, against 2.6% against everyone else.
  • After winning a round: opens with “P+K Hide Side Kick (Deflect)” in 19.6% of rounds, against 12.0% after losing one.
  • When the score is level: opens with “backdash into 4K+G Crescent Heel” in 7.7% of rounds, against 3.5% when ahead or behind.

How is this tested?

Hide Side Kick (Deflect)P+K38514.2%
backdash into Crescent Heel4K+G1254.6%
Back Knuckle Turn44P into Serpent Toe Kick2P+K993.7%
Snap Side Chop3P into Snap Side Chop Double3PP933.4%
Valkyrie Low1K+G into Valkyrie Sword1K+GK853.1%
crouch dash forward into Low Spin Kick3K+G813.0%
evade up into Stiletto66K792.9%
Leg Slicer2K+G672.5%
guardG632.3%
Stiletto66K562.1%
guardG into Full Spin Heel Kick9K511.9%
Back Knuckle Turn44P into Serpent Smash Cannon2P+KK481.8%
Queen Bee Needle66K+G441.6%
Back Knuckle Turn44P into Low Kick2K431.6%
Sharpsword44K into Sharpsword Combo44KK401.5%

262 further openings account for the other 1,342 rounds.

Counted from 667 of the 725 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
Jacky16–27 · 37%6–13 · 32%too few to test
Akira23–22 · 51%6–13 · 32%too few to test
Jeffry14–16 · 47%10–9 · 53%too few to test
Goh17–14 · 55%10–7 · 59%too few to test
Kage14–14 · 50%4–12 · 25%too few to test
Lion20–13 · 61%4–0 · 100%too few to test
Lau7–13 · 35%6–6 · 50%too few to test
Aoi13–7 · 65%8–5 · 62%too few to test
Wolf7–10 · 41%7–6 · 54%too few to test
Brad8–12 · 40%7–4 · 64%too few to test
Shun8–9 · 47%7–6 · 54%too few to test
Sarah1–13 · 7%4–3 · 57%too few to test
Vanessa11–7 · 61%3–4 · 43%too few to test
El Blaze8–4 · 67%3–2 · 60%too few to test
Jean6–5 · 55%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.

58 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 (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: 8 of 16 tests hold up