VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

KOHAKU_New16

Career matches1,900
Career win rate51.4%
Round win rate53.6%
Peak rank29
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1452 #2,328 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

Sarah291,90097692451.4%

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

360 of 532 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.0358360

By opponent's character

Jean6.036163
Akira6.036248
Wolf6.236923
Aoi5.835128
Lau5.834747
Sarah6.035818
Vanessa6.136824
Jeffry6.33769
Pai5.834726
Jacky5.835013
Shun5.835116
Goh5.93578
Brad5.835110
Lei Fei6.63975
Lion6.03609
Kage5.83488
Eileen5.73435

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

Jean1811761.1%+9.5
Akira1710758.8%-3.0
Wolf148657.1%+3.7
Aoi115645.5%-19.1
Lau117463.6%+8.2
Sarah116554.5%+10.1
Vanessa84450.0%-4.7
Jeffry76185.7%+24.8
Pai71614.3%-47.2
Jacky64266.7%+10.4
Shun61516.7%-34.7
Goh42250.0%+3.3
Brad32166.7%+0.2
Lei Fei32166.7%+11.8
Lion32166.7%+9.6
Kage220100.0%+32.8
Eileen110100.0%+41.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Half Fence1912763.2%+10.5
Half Fence1710758.8%+3.9
Low Fence1710758.8%+0.3
Octagon179852.9%-8.1
Rectangle147750.0%-6.5
Open127558.3%+8.9
Full Fence115645.5%-15.9
Breakable Full Fence106460.0%+3.2
Full Fence and Open84450.0%-3.6
Single Wall43175.0%+25.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8855.7%56.9%-1.2
No walls3360.6%54.6%+6.0

Walls against open: -7.2 points (95% range -26.6 to +12.2), p 0.467 — 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

ゅろぽ (Rank 23)2026/10/113030.0%
yasai (Rank 23)2026/09/2663350.0%
紫荆一头牛 (Rank 24)2026/09/26440100.0%
r1s1d8 (Rank 27)2026/09/2652340.0%
鳩男 (Rank 29)2026/09/2632166.7%
アオゾラ。aozora (Rank 26)2026/09/0631233.3%
こて (Rank 27)2026/09/062020.0%
orz (Rank 29)2026/09/0553260.0%
nourusu (Rank 30)2026/09/0585362.5%
CHASER (Rank 25)2026/08/22330100.0%
トローリロートル (Rank 23)2026/08/0332166.7%
BANANA (Rank 29)2026/08/0332166.7%
Martin1833 (Rank 24)2026/07/0552340.0%
yuzu (Rank 25)2026/07/0273442.9%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/06/0621150.0%
踊る!おかぁちゃん☆ (Rank 25)2026/05/27220100.0%
DC (Rank 25)2026/05/2732166.7%
maripon (Rank 28)2026/05/2332166.7%
龍仙人【鬼手仏心】 (Rank 27)2026/05/1721150.0%
KAISER (Rank 25)2026/05/1632166.7%
CELIS (Rank 26)2026/05/1421150.0%
kobaman (Rank 27)2026/05/09220100.0%
Toragoto (Rank 26)2026/05/042020.0%
nekota (Rank 23)2026/04/2232166.7%
ばけたばけろう (Rank 24)2026/04/1843175.0%

Round openings

Sarah

Career
976–924 · 51.4%
This season
132 matches · 56.1%
Peak rank
29

First hit in 56.6% of 525 rounds. Won 55.2% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 32.8% of rounds, against 10.8% in their other rounds.
  • After opening the round before by attacking: attacks straight away in 61.4% of rounds, against 42.4% after anything else.
  • After losing a round: attacks straight away in 63.6% of rounds, against 37.3% after winning one.
  • When behind: attacks straight away in 58.2% of rounds, against 41.7% when ahead or level.
  • In round 3: opens with “3P Snap Side Chop” in 23.1% of rounds, against 13.8% in their other rounds.
  • After losing a round: opens with “3P Snap Side Chop” in 31.0% of rounds, against 11.5% after winning one.
  • When behind: opens with “3P Snap Side Chop” in 27.6% of rounds, against 14.7% when ahead or level.

How is this tested?

Snap Side Chop3P8516.1%
guardG5410.2%
evade up into guardG336.2%
evade down into guardG285.3%
backdash into guardG254.7%
Long Snap Side Chop3P+K244.5%
punchP234.3%
backdash into backward movement163.0%
Rising Elbow6P142.6%
Jackknife Kick3K into Jackknife Middle Kick3KK132.5%
Low Spin Kick3K+G112.1%
backdash into Crescent Heel4K+G112.1%
evade up into Low Spin Kick3K+G112.1%
Quick Knee6K into Quick Knee and Toe Kick6KK101.9%
backdash71.3%

79 further openings account for the other 164 rounds.

Counted from 131 of the 132 matches played. The rest 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 (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: 7 of 15 tests hold up