VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

meine

  • Lion
Career matches10,947
Career win rate42.1%
Round win rate49.8%
Peak rank28
Distinct opponents550
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1263 #3,257 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

Sarah2810,6434,4756,16842.0%
Shun—157718645.2%
Lion24133617245.9%
Aoi—1431121.4%

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

3,779 of 5,150 rounds counted

5.5 inputs a second (332 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.53273,429
Lion6.3381350

By opponent's character

Akira5.4325429
Jacky5.6336365
Wolf5.5331313
Sarah5.6336310
Jeffry5.3320295
Pai5.6338238
Goh5.6335250
Aoi5.7344209
Lion5.6334208
Brad5.4323180
Lau5.6339182
Jean5.6338131
Kage5.4324140
Eileen5.6335144
Shun5.4323110
El Blaze5.734096
Vanessa5.533077
Lei Fei5.734048
Taka5.533336
Dural5.432418

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

Akira139736652.5%+6.5
Jacky132686451.5%+3.7
Wolf114397534.2%-14.0
Sarah97514652.6%+3.7
Jeffry94286629.8%-20.0
Pai85473855.3%+7.4
Goh84434151.2%+1.5
Aoi75453060.0%+7.4
Lion71363550.7%+0.3
Brad63253839.7%-4.4
Lau59362361.0%+8.2
Jean51292256.9%+15.7
Kage46222447.8%+1.2
Eileen38172144.7%-1.8
Shun37132435.1%-11.2
El Blaze35191654.3%+4.0
Vanessa30121840.0%-8.5
Lei Fei26161061.5%+7.3
Taka124833.3%-16.4
Dural52340.0%-12.3

2 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Octagon145766952.4%+4.5
Low Fence143697448.2%-0.1
Full Fence138736552.9%+4.8
Breakable Half Fence135597643.7%-6.2
Open134627246.3%-1.7
Single Wall122566645.9%-2.9
Rectangle117635453.9%+5.8
Breakable Full Fence112545848.2%+1.6
Half Fence110476342.7%-4.6
Full Fence and Open87404746.0%-3.7

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
Walls75749.1%48.2%+1.0
No walls39946.9%48.2%-1.3

Walls against open: +2.3 points (95% range -4.0 to +8.6), p 0.471 — 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

Jyuryoku_Eileen (Rank 26)2026/10/15118372.7%
HanshinHyouronka (Rank 24)2026/10/14880100.0%
yoshi21cc (Rank 26)2026/10/1321101147.6%
hide2480gt (Rank 21)2026/10/1384450.0%
kota_mofumofu (Rank 22)2026/10/1396366.7%
dalmax72 (Rank 21)2026/10/131610662.5%
xdunlimited (Rank 27)2026/10/13103730.0%
UNIQ (Rank 23)2026/09/3084450.0%
omuretukun (Rank 24)2026/09/29169756.2%
sajitaria0114 (Rank 26)2026/08/2085362.5%
M&E (Rank 24)2026/08/2073442.9%
uki-Jaguar (Rank 25)2026/08/0494544.4%
ゅろぽ (Rank 24)2026/08/0374357.1%
a032682 (Rank 26)2026/08/0374357.1%
dark-baron (Rank 21)2026/08/0385362.5%
RX-7FD3S-Type-RS (Rank 24)2026/08/0296366.7%
pokkurl_7 (Rank 25)2026/08/021541126.7%
いそじぇい (Rank 25)2026/07/31158753.3%
nikuzuki (Rank 27)2026/07/3185362.5%
yagio130r (Rank 24)2026/07/2573442.9%
dij_0826 (Rank 25)2026/07/2072528.6%
Penoco (Rank 24)2026/07/05880100.0%
nanoka-222 (Rank 25)2026/07/02105550.0%
ER_higante (Rank 30)2026/06/3072528.6%
drnneb75 (Rank 26)2026/06/1874357.1%

Round openings

Sarah

Career
4,475–6,168 · 42.0%
This season
1,203 matches · 48.5%
Peak rank
28

First hit in 47.8% of 4,619 rounds. Won 53.8% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 42.2% of rounds, against 37.3% in their other rounds.
  • Against Akira: evades first in 51.0% of rounds, against 36.9% against everyone else.
  • After opening the round before by backing off: backs off first in 19.9% of rounds, against 4.7% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 1.6% of rounds, against 0.2% after anything else.
  • After winning a round: evades first in 41.5% of rounds, against 33.1% after losing one.
  • When ahead: evades first in 43.4% of rounds, against 33.0% when level or behind.
  • In round 1: opens with “K kick into P punch” in 8.6% of rounds, against 5.5% in their other rounds.
  • Against Wolf: opens with “K kick into P punch” in 11.8% of rounds, against 5.7% against everyone else.
  • On Single Wall stages: opens with “evade up” in 13.0% of rounds, against 7.0% on the other stages.
  • After opening the round before with “evade up”: opens with “evade up” in 17.5% of rounds, against 6.5% after anything else.
  • After losing a round: opens with “G guard” in 11.6% of rounds, against 7.4% after winning one.
  • When behind: opens with “G guard” in 12.2% of rounds, against 7.4% when ahead or level.

How is this tested?

evade down50610.9%
guardG4409.4%
evade up3627.8%
Quick Knee6K into Quick Knee and Toe Kick6KK3226.9%
kickK into punchP2916.2%
evade down into Long Snap Side Chop3P+K2284.9%
Long Snap Side Chop3P+K1914.1%
Long Snap Side Chop3P+K into Breeze Shot6P+K1743.7%
evade down into Crescent Heel4K+G1262.7%
backdash into Crescent Heel4K+G1202.6%
Breeze Shot6P+K into forward movement1182.5%
crouch into Jackknife Middle Kick3KK1132.4%
evade up into Long Snap Side Chop3P+K1062.3%
evade up into Crescent Heel4K+G932.0%
evade up into Low Spin Kick3K+G801.7%

200 further openings account for the other 1,387 rounds.

Counted from 1,167 of the 1,203 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
Akira38–33 · 54%18–29 · 38%+11.5
Jacky39–32 · 55%13–21 · 38%+17.3
Wolf21–36 · 37%11–21 · 34%+4.4
Jeffry17–36 · 32%6–18 · 25%too few to test
Sarah23–23 · 50%17–10 · 63%too few to test
Pai23–18 · 56%18–14 · 56%-7.8
Goh21–25 · 46%12–10 · 55%too few to test
Lion24–17 · 59%10–8 · 56%too few to test
Aoi23–11 · 68%13–11 · 54%too few to test
Brad17–22 · 44%5–9 · 36%too few to test
Lau17–13 · 57%13–5 · 72%too few to test
Kage14–17 · 45%4–6 · 40%too few to test
Jean15–11 · 58%10–3 · 77%too few to test
El Blaze5–9 · 36%9–3 · 75%too few to test
Shun5–10 · 33%2–7 · 22%too few to test
Eileen9–8 · 53%5–6 · 45%too few to test
Vanessa8–12 · 40%3–4 · 43%too few to test
Lei Fei13–5 · 72%0–5 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

36 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?

Not counted here: Lion. Their matches were not pulled for openings.

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: 12 of 17 tests hold up