VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

nekoneko

Career matches1,913
Career win rate37.4%
Round win rate44.5%
Peak rank24
Distinct opponents371
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1243 #3,316 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

Sarah241,9137161,19737.4%

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

2,089 of 2,672 rounds counted

5.9 inputs a second (352 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.93522,089

By opponent's character

Akira5.9353263
Aoi6.0362207
Jacky5.8350179
Jeffry5.6334133
Pai5.8348132
Shun5.9352139
Goh6.237488
Wolf6.1366110
Sarah5.7345110
Kage5.7343107
Vanessa5.935377
Lion5.935584
Brad5.8347102
Lei Fei5.734092
Jean5.734490
Lau5.835173
El Blaze6.237461
Eileen5.834728
Taka6.237414

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

Akira81354643.2%+0.4
Aoi64244037.5%-2.3
Jacky61243739.3%+2.8
Jeffry46153132.6%-8.1
Pai46212545.6%+7.4
Shun41212051.2%+7.8
Goh40142635.0%-7.9
Wolf35122334.3%-8.0
Sarah34181652.9%+10.9
Kage33122136.4%+0.5
Vanessa31102132.3%-10.6
Lion29161355.2%+12.2
Brad28141450.0%+5.3
Lei Fei28131546.4%+4.5
Jean2571828.0%-9.8
Lau22121054.5%+12.9
El Blaze2041620.0%-18.0
Eileen93633.3%-3.2
Taka73442.9%+1.2
Dural2020.0%-38.1

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Open82374545.1%+6.5
Low Fence81295235.8%-7.1
Breakable Half Fence71274438.0%-5.1
Breakable Full Fence69313844.9%+3.1
Full Fence66333350.0%+10.1
Single Wall66273940.9%+1.6
Rectangle64273742.2%+0.6
Octagon61214034.4%-8.4
Half Fence53233043.4%+3.9
Full Fence and Open34102429.4%-5.8

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
Walls38442.2%41.6%+0.6
No walls22940.6%40.4%+0.3

Walls against open: +0.3 points (95% range -8.0 to +8.6), p 0.939 — 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

O.J.A (Rank 21)2026/10/1883537.5%
K.K.カブキモノ (Rank 23)2026/10/1372528.6%
maximum_miruchi (Rank 21)2026/10/13550100.0%
みらめたる (Rank 21)2026/10/1354180.0%
Crippler08r (Rank 23)2026/10/1152340.0%
まめぱぱ (Rank 23)2026/10/1154180.0%
makoto.qo.op (Rank 21)2026/10/1152340.0%
SOLA (Rank 24)2026/10/1184450.0%
maeK55 (Rank 21)2026/10/1153260.0%
smogh (Rank 23)2026/10/0564266.7%
asteroid-belt777 (Rank 23)2026/10/0551420.0%
kota_mofumofu (Rank 22)2026/10/0472528.6%
zxyzguy (Rank 25)2026/10/0464266.7%
dalmax72 (Rank 21)2026/09/2751420.0%
golden_r634 (Rank 22)2026/09/2295455.6%
ORENGE_12$ (Rank 22)2026/09/2283537.5%
Martin1833 (Rank 23)2026/09/2251420.0%
nanatsuboshi_st (Rank 23)2026/09/1375271.4%
neco (Rank 21)2026/09/0676185.7%
ゅろぽ (Rank 24)2026/08/0352340.0%
super_style (Rank 23)2026/08/0351420.0%
JIN (Rank 21)2026/07/2551420.0%
委員ちょ (Rank 21)2026/07/21104640.0%
Tankichi (Rank 21)2026/05/3164266.7%
MCJ34 (Rank 20)2026/05/0952340.0%

Round openings

Sarah

Career
716–1,197 · 37.4%
This season
682 matches · 40.8%
Peak rank
24

First hit in 50.5% of 2,383 rounds. Won 47.0% of the rounds they struck first, 40.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 10.3% of rounds, against 3.7% in their other rounds.
  • Against Jacky: moves in first in 13.4% of rounds, against 4.5% against everyone else.
  • After opening the round before by moving in: moves in first in 11.0% of rounds, against 3.2% after anything else.
  • After losing a round: attacks straight away in 42.9% of rounds, against 32.1% after winning one.
  • In round 1: opens with “P punch” in 27.0% of rounds, against 15.4% in their other rounds.
  • Against Shun: opens with “backdash into G guard” in 17.5% of rounds, against 5.7% against everyone else.
  • After losing a round: opens with “P punch” in 19.5% of rounds, against 10.4% after winning one.

How is this tested?

punchP44318.4%
evade down into guardG26911.2%
Hide Side Kick (Deflect)P+K1566.5%
backdash into guardG1526.3%
backdash into Crescent Heel4K+G642.7%
guardG612.5%
backdash into Switch Kick4K512.1%
evade up482.0%
guardG into evade down391.6%
crouch into Low Spin Kick3K+G381.6%
Quick Knee6K into Quick Knee and Toe Kick6KK371.5%
backdash into Sharpsword44K361.5%
Sharpsword44K351.4%
evade down into Low Spin Kick3K+G351.4%
crouch into Squat Straight2P341.4%

212 further openings account for the other 912 rounds.

Counted from 610 of the 682 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
Akira23–23 · 50%3–14 · 18%too few to test
Aoi11–18 · 38%7–15 · 32%too few to test
Jacky11–21 · 34%8–10 · 44%too few to test
Goh11–18 · 38%2–6 · 25%too few to test
Jeffry6–16 · 27%6–8 · 43%too few to test
Pai10–9 · 53%6–10 · 38%too few to test
Sarah12–7 · 63%4–3 · 57%too few to test
Wolf5–15 · 25%4–8 · 33%too few to test
Shun7–9 · 44%8–6 · 57%too few to test
Kage5–12 · 29%4–4 · 50%too few to test
Vanessa5–11 · 31%1–5 · 17%too few to test
Lei Fei7–8 · 47%3–3 · 50%too few to test
Jean2–5 · 29%3–10 · 23%too few to test
Brad5–5 · 50%8–6 · 57%too few to test
Lion10–7 · 59%3–4 · 43%too few to test
Lau6–6 · 50%4–3 · 57%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.

72 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 (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