VirtuAnalytics

Novel Insights Through Data & Analysis

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

Sarah

parking-orange

Career matches2,845
Career win rate36.4%
Round win rate40.1%
Peak rank23
Distinct opponents164
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1141 #3,548 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

Sarah232,8451,0351,81036.4%

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

1,466 of 1,632 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.54501,466

By opponent's character

Akira7.3439278
Aoi7.7463123
Sarah7.4442118
Jacky7.544792
Jeffry7.645689
Lau7.0417100
Jean7.746079
Pai7.343765
Brad7.947679
Wolf8.450272
Lion7.545259
Shun6.941662
Goh7.142450
Lei Fei7.343648
Kage7.746340
El Blaze8.450246
Taka9.054131
Vanessa7.242935

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

Akira75324342.7%+12.4
Aoi3572820.0%-9.8
Sarah3272521.9%-10.6
Jacky29131644.8%+13.9
Jeffry2982127.6%-3.6
Lau29101934.5%-0.7
Jean2171433.3%+2.5
Pai1961331.6%+7.3
Brad1861233.3%-2.5
Wolf1831516.7%-17.4
Lion167943.8%+12.9
Shun1541126.7%-3.9
Goh1421214.3%-13.4
Lei Fei1431121.4%-5.2
Kage1331023.1%-9.4
El Blaze123925.0%-5.4
Taka82625.0%-2.9
Vanessa84450.0%+15.6
Dural1010.0%-38.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Low Fence58253343.1%+14.4
Full Fence46103621.7%-10.1
Breakable Full Fence4393420.9%-9.3
Open42132930.9%-1.7
Breakable Half Fence41132831.7%+0.0
Single Wall38132534.2%+0.1
Half Fence3443011.8%-21.6
Octagon31121938.7%+8.5
Rectangle2982127.6%-9.0
Full Fence and Open2381534.8%+9.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22425.0%31.4%-6.4
No walls13837.0%32.2%+4.8

Walls against open: -11.2 points (95% range -21.1 to -1.3), p 0.027 — 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

Fuji-Atsuka (Rank 21)2026/10/1853260.0%
kimxxxtt (Rank 21)2026/10/1885362.5%
cs2skoda (Rank 23)2026/10/1763350.0%
ゅろぽ (Rank 24)2026/10/1751420.0%
廿撚二 (Rank 22)2026/10/1661516.7%
brutalokina (Rank 23)2026/10/1051420.0%
トローリロートル (Rank 22)2026/10/0473442.9%
あなたのかみさま (Rank 23)2026/10/0252340.0%
Q (Rank 23)2026/09/2741325.0%
G13 (Rank 22)2026/09/2485362.5%
nekota (Rank 24)2026/09/245050.0%
unknown (Rank 25)2026/09/1772528.6%
けつ毛バーガーking (Rank 25)2026/09/136060.0%
sk901 (Rank 21)2026/09/1342250.0%
委員ちょ (Rank 21)2026/09/0965183.3%
しろ☆おび。@のびしろF (Rank 23)2026/09/0853260.0%
Cooljerk (Rank 21)2026/09/0586275.0%
富美 (Rank 22)2026/09/0483537.5%
時宣院日要 (Rank 21)2026/09/03440100.0%
スタンプジャンパー (Rank 21)2026/08/3092722.2%
无双殿堂 (Rank 23)2026/08/2351420.0%
dalmax72 (Rank 21)2026/08/2183537.5%
CHASER (Rank 23)2026/08/0251420.0%
やきそばん (Rank 23)2026/07/266060.0%
penta (Rank 21)2026/05/2253260.0%

Round openings

Sarah

Career
1,035–1,810 · 36.4%
This season
406 matches · 31.3%
Peak rank
23

First hit in 56.5% of 1,484 rounds. Won 42.5% of the rounds they struck first, 36.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 70.0% of rounds, against 48.9% in their other rounds.
  • Against Lion: waits first in 25.0% of rounds, against 8.7% against everyone else.
  • After opening the round before by evading: evades first in 31.8% of rounds, against 8.0% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 6.2% of rounds, against 2.0% after anything else.
  • In round 1: opens with “P punch” in 19.0% of rounds, against 12.3% in their other rounds.
  • Against Lei Fei: opens with “P punch” in 27.1% of rounds, against 13.4% against everyone else.
  • After opening the round before with “evade up”: opens with “evade up” in 28.1% of rounds, against 5.4% after anything else.

How is this tested?

punchP20914.0%
Low Spin Kick3K+G1298.6%
backdash into backward movement1036.9%
evade up835.6%
Quick Knee6K into Quick Knee and Toe Kick6KK694.6%
crouch into Long Snap Side Chop3P+K674.5%
Long Snap Side Chop3P+K664.4%
backdash into Full Spin Heel Kick9K604.0%
backdash into Crescent Heel4K+G533.5%
backdash493.3%
punchP into Punch High KickPK382.5%
forward dash into throwP+G372.5%
crouch into Leg Slicer2K+G312.1%
crouch into Low Spin Kick3K+G261.7%
punchP into Jab StraightPP241.6%

112 further openings account for the other 450 rounds.

Counted from 373 of the 406 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
Akira8–25 · 24%11–12 · 48%too few to test
Aoi4–16 · 20%3–6 · 33%too few to test
Sarah3–13 · 19%3–9 · 25%too few to test
Jacky6–6 · 50%4–8 · 33%too few to test
Jeffry1–10 · 9%6–10 · 38%too few to test
Lau5–8 · 38%4–5 · 44%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.

33 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