VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

ninomiya_sarah

Career matches5,344
Career win rate50.8%
Round win rate46.2%
Peak rank34
Distinct opponents187
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1605 #1,314 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

Sarah344,8292,4442,38550.6%
Jean—51527224352.8%

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

1,524 of 1,945 rounds counted

6.8 inputs a second (409 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.84091,524

By opponent's character

Jacky6.9412222
Akira6.7404191
Jeffry6.6396150
Sarah6.9416112
Wolf7.041898
Jean6.841079
Shun6.9413112
Goh6.840885
Pai6.840876
Lau7.041847
Brad6.941263
Lion6.841162
El Blaze6.840744
Kage6.841148
Vanessa6.740330
Aoi6.740031
Eileen7.042327
Dural6.941618
Lei Fei6.639518
Taka7.042011

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

Jacky69264337.7%-4.6
Akira53262749.1%+6.5
Jeffry46182839.1%-4.3
Sarah37132435.1%-7.1
Wolf34151944.1%+0.2
Jean31131841.9%+0.7
Shun30141646.7%+3.5
Goh2772025.9%-11.8
Pai24101441.7%-0.3
Lau23111247.8%+15.2
Brad2213959.1%+16.1
Lion2171433.3%-3.7
El Blaze1741323.5%-17.5
Kage149564.3%+22.6
Vanessa104640.0%-3.7
Aoi82625.0%-13.5
Eileen84450.0%-0.7
Dural51420.0%-16.2
Lei Fei52340.0%+0.3
Taka330100.0%+59.5

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Breakable Full Fence57263145.6%+5.3
Low Fence55193634.5%-9.1
Half Fence54292553.7%+11.7
Breakable Half Fence50203040.0%-2.6
Full Fence48183037.5%-4.5
Open4793819.1%-24.1
Single Wall44172738.6%-1.7
Octagon39211853.9%+14.6
Rectangle39182146.1%+6.6
Full Fence and Open36171947.2%+4.4

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
Walls28746.0%41.5%+4.5
No walls14630.8%41.4%-10.5

Walls against open: +15.0 points (95% range +4.5 to +25.6), p 0.005 — a difference this size is unlikely to be chance.

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

ぬっき~@女キャラ嫌 (Rank 36)2026/10/1884450.0%
アドリブ使い (Rank 37)2026/10/186060.0%
ルビーロマン葵 (Rank 34)2026/10/1894544.4%
鳩男 (Rank 32)2026/10/17550100.0%
Phrazes_For_The_Young (Rank 35)2026/10/1552340.0%
gairoku88 (Rank 33)2026/10/1563350.0%
へっぽこラウ (Rank 35)2026/10/12116554.5%
らうらう (Rank 36)2026/10/0472528.6%
ヘニオ (Rank 34)2026/10/04156940.0%
ニトロ (Rank 33)2026/10/0462433.3%
黒シャツ (Rank 33)2026/09/1052340.0%
∈挙動不審∋ (Rank 34)2026/09/0973442.9%
Sinabro (Rank 30)2026/09/0663350.0%
ふぇに (Rank 35)2026/09/052091145.0%
ちぃかわ様☆ハンター (Rank 34)2026/09/057070.0%
SAMCHAY® (Rank 33)2026/08/0452340.0%
どろパイ (Rank 35)2026/07/2593633.3%
躑躅 (Rank 34)2026/07/216060.0%
B軍団 (Rank 35)2026/07/0971614.3%
jinjin (Rank 31)2026/07/085050.0%
伍の人 (Rank 32)2026/06/2674357.1%
MaBoy (Rank 32)2026/06/0672528.6%
あいりく (Rank 34)2026/05/316060.0%
音の勢-リック (Rank 28)2026/05/3163350.0%
マクシミリアン15世 (Rank 32)2026/04/1252340.0%

Round openings

Sarah

Career
2,444–2,385 · 50.6%
This season
487 matches · 41.5%
Peak rank
34

First hit in 52.2% of 1,760 rounds. Won 49.7% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 52.3% of rounds, against 34.8% in their other rounds.
  • Against Shun: evades first in 15.1% of rounds, against 4.1% against everyone else.
  • After opening the round before by backing off: backs off first in 32.5% of rounds, against 22.6% after anything else.
  • After winning a round: waits first in 39.1% of rounds, against 30.9% after losing one.
  • When ahead: waits first in 40.6% of rounds, against 29.4% when level or behind.
  • In round 2: opens with “P+K Hide Side Kick (Deflect)” in 20.7% of rounds, against 11.0% in their other rounds.
  • Against Kage: opens with “P+K Hide Side Kick (Deflect)” in 38.6% of rounds, against 12.5% against everyone else.

How is this tested?

guardG30317.0%
Hide Side Kick (Deflect)P+K23813.4%
backdash into Switch Kick4K945.3%
guardG into evade down703.9%
crouch into Leg Slicer2K+G683.8%
guardG into Squat Straight2P553.1%
backdash into Full Spin Heel Kick9K492.8%
Leg Slicer2K+G432.4%
backdash into Crescent Heel4K+G301.7%
backdash into Double Rise Kick4P+K291.6%
guardG into punchP291.6%
guardG into Leg Slicer2K+G281.6%
forward movement into Flash Piston PunchPPP271.5%
evade down into guardG231.3%
Rising Elbow6P into Double Joint Butt6PK221.2%

209 further openings account for the other 671 rounds.

Counted from 442 of the 487 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
Jacky16–12 · 57%8–21 · 28%too few to test
Akira16–19 · 46%2–6 · 25%too few to test
Jeffry11–16 · 41%4–5 · 44%too few to test
Sarah5–8 · 38%4–16 · 20%too few to test
Wolf14–9 · 61%1–8 · 11%too few to test
Jean5–9 · 36%2–4 · 33%too few to test
Shun7–6 · 54%4–7 · 36%too few to test
Goh3–15 · 17%2–3 · 40%too few to test
Pai4–10 · 29%4–3 · 57%too few to test
Lau7–7 · 50%0–2 · 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.

45 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