VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Taka

Guardian64

  • Wolf
  • Sarah
Career matches739
Career win rate54.7%
Round win rate52.8%
Peak rank30
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1429 #2,472 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

Taka3057831726154.8%
Wolf24155857054.8%
Sarah1662433.3%

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

983 of 983 rounds counted

6.0 inputs a second (360 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka6.1369629
Wolf5.8346338
Sarah6.337616

By opponent's character

Shun6.0357191
Pai6.1366119
Lei Fei6.1368115
Akira6.136376
Wolf6.036067
Jacky6.237067
Goh6.035755
Jeffry6.035953
Sarah6.035852
Aoi6.237345
Brad5.331824
Taka6.036229
El Blaze5.835122
Jean5.935224
Lau5.935616
Eileen5.835010
Kage6.338012
Vanessa5.73406

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

Shun49301961.2%+9.1
Pai30171356.7%+6.8
Lei Fei29141548.3%-5.9
Akira1810855.6%-2.4
Wolf179852.9%-4.6
Jacky1661037.5%-13.0
Goh1331023.1%-19.0
Jeffry139469.2%+7.5
Sarah139469.2%+3.7
Aoi124833.3%-18.0
Brad75271.4%+19.1
Taka72528.6%-16.9
El Blaze64266.7%+12.2
Jean660100.0%+41.1
Lau52340.0%-8.4
Eileen330100.0%+17.2
Kage31233.3%-22.1
Vanessa2020.0%-23.5

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

Half Fence31151648.4%-5.8
Octagon30161453.3%+11.4
Breakable Full Fence28161257.1%-0.2
Low Fence2718966.7%+13.3
Single Wall24131154.2%+10.2
Full Fence2315865.2%+4.1
Open1981142.1%-18.0
Full Fence and Open1771041.2%-14.0
Breakable Half Fence1410471.4%+1.9
Rectangle148657.1%+4.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14057.1%55.0%+2.2
No walls7055.7%52.5%+3.2

Walls against open: -1.1 points (95% range -14.6 to +12.4), p 0.875 — 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

babo209 (Rank 26)2026/10/1284450.0%
ShooterMcJacky (Rank 30)2026/10/114040.0%
Sunday (Rank 28)2026/10/114040.0%
sideswipe75x (Rank 27)2026/10/1153260.0%
Gold---Mole (Rank 28)2026/10/112718966.7%
Not-Batman (Rank 25)2026/10/11117463.6%
TayoTayoTaka (Rank 30)2026/10/1172528.6%
Mr_LoverMan85 (Rank 30)2026/10/1084450.0%
Ingobernable (Rank 29)2026/10/0342250.0%
fivey70 (Rank 26)2026/10/03179852.9%
leefung._ (Rank 32)2026/09/2631233.3%
SamhainX77 (Rank 26)2026/09/2653260.0%
suna19 (Rank 33)2026/09/2672528.6%
LuBuMBX (Rank 29)2026/09/2673442.9%
JoeWoahTho (Rank 33)2026/09/2372528.6%
Tekhne (Rank 28)2026/09/2351420.0%
GunShocka (Rank 23)2026/09/23330100.0%
Kungfuhustle99 (Rank 26)2026/09/23104640.0%
xChimerax⛧ (Rank 25)2026/09/2351420.0%
Kitetsu (Rank 27)2026/09/2342250.0%
KidCloyster (Rank 21)2026/09/13440100.0%
carchariasvit (Rank 27)2026/09/1331233.3%
Sankofa (Rank 23)2026/09/1275271.4%
SpaceSong89 (Rank 21)2026/09/1254180.0%
ShinAthena (Rank 22)2026/08/2532166.7%

Round openings

Every character

Jab StraightPP into One Two UpperPPP8111.2%
punchP into Jab StraightPP648.8%
punchP577.9%
Tsuyubarai2P+K into Tsuyubarai 22P+KP527.2%
Tsuyubarai2P+K304.1%
punchP into Tsuppari 2PP294.0%
Agyou4P+K+G273.7%
evade up into Gasp Kneel Palm Bomb6P+K202.8%
Gasp Kneel Palm Bomb6P+K172.4%
evade down into Gasp Kneel Palm Bomb6P+K172.4%
backdash into Kachi'age33P+K162.2%
Aka'oni MidaremageP+K152.1%
evade up into Aka'oni MidaremageP+K152.1%
evade down into guardG141.9%
evade up into guardG131.8%

109 further openings account for the other 257 rounds.

Counted from 187 of the 249 matches played. The rest were not pulled for openings.

Taka

Career
317–261 · 54.8%
This season
156 matches · 50.6%
Peak rank
30

First hit in 51.5% of 369 rounds. Won 51.0% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Tsuyubarai2P+K into Tsuyubarai 22P+KP5214.1%
punchP4612.4%
Tsuyubarai2P+K308.1%
punchP into Tsuppari 2PP297.8%
Agyou4P+K+G277.3%
backdash into Kachi'age33P+K164.3%
Aka'oni MidaremageP+K154.0%
evade up into Aka'oni MidaremageP+K154.0%
punchP into Onigoroshi3P113.0%
Hiji'ate6P92.4%
Tsuppari 2PP into Tsuppari 3PPP71.9%
Tsuyubarai2P+K into Aka'oni MidaremageP+K61.6%
backdash into guardG61.6%
backdash into kickK61.6%
punchP into backdash61.6%

51 further openings account for the other 89 rounds.

Counted from 94 of the 156 matches played. The rest were not pulled for openings.

Wolf

Career
85–70 · 54.8%
This season
89 matches · 59.5%
Peak rank
24

First hit in 54.6% of 337 rounds. Won 56.0% of the rounds they struck first, 57.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Jab StraightPP into One Two UpperPPP8124.0%
punchP into Jab StraightPP6418.9%
evade up into Gasp Kneel Palm Bomb6P+K205.9%
Gasp Kneel Palm Bomb6P+K175.0%
evade down into Gasp Kneel Palm Bomb6P+K175.0%
evade down into guardG144.1%
crouch dash back92.7%
evade up into guardG92.7%
punchP92.7%
guardG72.1%
offensive move into guardG72.1%
backdash into guardG61.8%
crouch dash back into Short Shoulder46P+K51.5%
punchP into backward movement51.5%
backdash into Short Shoulder46P+K30.9%

48 further openings account for the other 65 rounds.

Sarah

Career
2–4 · 33.3%
This season
4 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G743.8%
punchP212.5%
punchP into backward movement212.5%
Rising Elbow6P into Double Joint Butt6PK16.2%
Serpent Toe Kick2P+K into kickK16.2%
backdash into backward movement16.2%
guardG into Serpent Toe Kick2P+K16.2%
punchP into backdash16.2%

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 (25 here; about 1.2 would come up by chance alone before the correction).

Tests behind each character's list

  • Taka: 0 of 12 tests hold up
  • Wolf: 0 of 13 tests hold up
  • Sarah: not tested (too few rounds)