VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

chiorinho

  • Shun
  • Wolf
  • Lau
Career matches1,873
Career win rate66.6%
Round win rate60.5%
Peak rank44
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1995 #36 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

Taka441,7231,14457966.4%
Shun37111783370.3%
Lau332415962.5%
Wolf331511473.3%

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

756 of 756 rounds counted

8.4 inputs a second (507 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.5510612
Shun8.349884
Wolf8.148341
Lau8.349919

By opponent's character

Akira8.7521156
Kage8.450485
Jacky8.551285
Brad7.745963
Vanessa7.746358
Lau9.053852
Wolf9.356150
Lei Fei8.450444
Shun8.852632
El Blaze8.450124
Aoi7.746220
Jean8.249121
Sarah8.249218
Lion8.551016
Taka8.048013
Pai8.148510
Goh8.95349

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

Akira38241463.2%-5.3
Kage2216672.7%+4.5
Jacky2013765.0%-4.9
Brad1513286.7%+15.4
Vanessa1412285.7%+12.3
Lau137653.9%-18.5
Wolf128466.7%-8.6
Lei Fei107370.0%+4.0
Shun86275.0%+13.0
El Blaze63350.0%-20.4
Aoi53260.0%-10.6
Jean550100.0%+22.4
Sarah550100.0%+22.5
Lion43175.0%+14.9
Taka42250.0%-17.9
Pai31233.3%-39.4
Goh220100.0%+25.6

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Half Fence2519676.0%+4.5
Full Fence2416866.7%-3.0
Single Wall2217577.3%+6.9
Breakable Full Fence2112957.1%-11.8
Breakable Half Fence2013765.0%-2.4
Octagon2016480.0%+12.5
Open137653.9%-13.8
Rectangle127558.3%-14.5
Low Fence1110190.9%+20.9
Full Fence and Open86275.0%+2.9

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
Walls12268.0%69.4%-1.4
No walls4673.9%69.9%+4.0

Walls against open: -5.4 points (95% range -23.2 to +12.4), p 0.554 — 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

堂島様 (Rank 44)2026/08/3042250.0%
ミスターDOPPO 山田勝巳 (Rank 41)2026/08/3065183.3%
デビブル (Rank 42)2026/08/3053260.0%
モブ太郎 (Rank 42)2026/08/30440100.0%
Phrazes_For_The_Young (Rank 33)2026/08/2953260.0%
お~ちゃん (Rank 35)2026/08/28330100.0%
硬め濃いめ少なめお米 (Rank 43)2026/08/2863350.0%
中四国ウルフ (Rank 42)2026/08/2842250.0%
lost-growth6050 (Rank 43)2026/08/2842250.0%
壱次元らあじ (Rank 40)2026/08/25330100.0%
拳四郎 (Rank 36)2026/08/2553260.0%
manatsu_7 (Rank 43)2026/08/251310376.9%
SHU (Rank 42)2026/08/2543175.0%
指無しライダー (Rank 43)2026/08/2431233.3%
ひじひじくん (Rank 41)2026/08/22550100.0%
KA-GO (Rank 41)2026/08/2241325.0%
村長~災禍の中心~ (Rank 39)2026/08/2232166.7%
vfhituzi (Rank 41)2026/08/21440100.0%
キルア (Rank 41)2026/08/2154180.0%
Osamu_0303 (Rank 40)2026/08/21440100.0%
teninkun-kuuhaku (Rank 33)2026/08/2132166.7%
ひらがなであおき (Rank 41)2026/08/1832166.7%
灘琉豪/HSA (Rank 43)2026/08/1751420.0%
黒幕 (Rank 41)2026/08/17440100.0%
デネ (Rank 41)2026/08/17660100.0%

Round openings

Every character

guardG into throw escape547.1%
Morotezuki66P486.3%
guardG into evade down486.3%
guardG into evade up466.1%
evade up into crouch dash forward344.5%
crouch dash forward into throwP+G324.2%
Zangeki33P into forward movement253.3%
guardG into Kumoyaburi4P+K243.2%
kickK212.8%
crouch dash forward into guardG152.0%
evade up into Kumoyaburi4P+K152.0%
guardG into Kachi'age33P+K152.0%
Mawashi Harite44P141.9%
evade down into crouch dash forward141.9%
Morotezuki66P into Morote Tsuppari66PP121.6%

159 further openings account for the other 340 rounds.

Taka

Career
1,144–579 · 66.4%
This season
151 matches · 71.5%
Peak rank
44

First hit in 44.4% of 603 rounds. Won 63.4% of the rounds they struck first, 60.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 34.8% of rounds, against 20.1% in their other rounds.
  • After losing a round: attacks straight away in 42.3% of rounds, against 12.8% after winning one.
  • When behind: attacks straight away in 39.3% of rounds, against 16.7% when ahead or level.
  • After winning a round: opens with “G guard into throw escape” in 11.3% of rounds, against 1.6% after losing one.

How is this tested?

Morotezuki66P487.8%
guardG into evade down467.5%
guardG into throw escape467.5%
guardG into evade up406.5%
crouch dash forward into throwP+G325.2%
evade up into crouch dash forward325.2%
Zangeki33P into forward movement254.1%
guardG into Kumoyaburi4P+K243.9%
kickK213.4%
crouch dash forward into guardG152.5%
evade up into Kumoyaburi4P+K152.5%
guardG into Kachi'age33P+K152.5%
Mawashi Harite44P142.3%
evade down into crouch dash forward142.3%
Morotezuki66P into Morote Tsuppari66PP122.0%

91 further openings account for the other 214 rounds.

By stage type

Record against each character on walled and open stages, as Taka

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira11–4 · 73%3–5 · 38%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.

How is this tested?

Shun

Career
78–33 · 70.3%
This season
21 matches · 61.9%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Getsuga Gakushu46P78.3%
Chubu Soutenkyaku66K56.0%
Chubu Soutenkyaku66K into Sokutan Senshu6K56.0%
crouch dash forward into Gyou'in Haishu3P56.0%
crouch into Gyou'in Haishu3P56.0%
Tenshin Haishu4P into punchP44.8%
Haisenchu1P into guardG33.6%
Rensai Gakushu46PP into Rengeki Gakushu46PPP33.6%
backdash into Rensai Gakushu46PP33.6%
crouch dash back into Gyou'in Haishu3P33.6%
Chubu Soutenkyaku66K into forward movement22.4%
Fukuchougeki2P22.4%
Haisenchu1P22.4%
crouch dash forward22.4%
crouch into Haisenchu1P22.4%

30 further openings account for the other 31 rounds.

Wolf

Career
11–4 · 73.3%
This season
9 matches · 55.6%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Elbow Butt4P512.2%
guardG into evade up49.8%
backdash into guardG24.9%
forward movement into Hammer KickPK24.9%
forward movement into punchP24.9%
guardG into Gasp Kneel Palm Bomb6P+K24.9%
guardG into throw escape24.9%
Body Blow6P12.4%
Body Blow6P into punchP12.4%
Heavy Middle Kick3K+G12.4%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K12.4%
Screw Hook63214P12.4%
Screw Hook63214P into Screw Lariat63214PP12.4%
backdash into Elbow Butt4P12.4%
backdash into Gasp Kneel Palm Bomb6P+K12.4%

14 further openings account for the other 14 rounds.

Lau

Career
15–9 · 62.5%
This season
5 matches · 80.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape421.1%
Kosoushou46P into forward movement15.3%
Senchutai3K15.3%
backdash into Sako Soushou4P+K15.3%
backdash into backward movement15.3%
crouch dash forward into throw escape15.3%
evade down into Chugeki6P15.3%
evade down into Junho Chushou33P15.3%
evade down into forward dash15.3%
forward dash into crouch dash forward15.3%
guardG15.3%
guardG into Rouko Tankai6P+K15.3%
guardG into Sako Soushou4P+K15.3%
guardG into evade down15.3%
guardG into evade up15.3%

1 further openings account for the other 1 rounds.

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 (14 here; about 0.7 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

  • Taka: 4 of 14 tests hold up
  • Shun: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lau: not tested (too few rounds)