VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Taka

anachan194

  • Akira
Career matches1,057
Career win rate44.3%
Round win rate46.0%
Peak rank24
Distinct opponents153
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1192 #3,450 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

Taka241,05646858844.3%
Akira11010.0%

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

1,656 of 1,656 rounds counted

8.8 inputs a second (529 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.85291,653
Akira8.75213

By opponent's character

Akira8.9532217
Jacky8.9533176
Sarah8.8525159
Shun8.7520154
Jeffry8.9532109
Pai8.7524106
Wolf9.557099
Goh8.7522100
Vanessa8.752181
Aoi9.355678
Brad8.450272
Lion8.853158
El Blaze8.953443
Taka8.651840
Jean8.853038
Kage8.651739
Lau8.450236
Eileen8.550932
Lei Fei8.752219

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

Akira54272750.0%+1.5
Jacky45153033.3%-6.5
Sarah39201951.3%+0.1
Shun38172144.7%+2.5
Jeffry27131448.1%-4.7
Pai27101737.0%+3.6
Wolf2691734.6%-2.8
Goh23121152.2%+6.1
Vanessa2215768.2%+24.6
Aoi2112957.1%+17.7
Brad1991047.4%-3.1
Lion1431121.4%-31.8
El Blaze124833.3%-2.6
Taka123925.0%-18.4
Jean105550.0%+29.6
Kage104640.0%-11.9
Lau104640.0%+2.1
Eileen83537.5%-3.6
Lei Fei5050.0%-47.0

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

Half Fence52232944.2%+4.7
Full Fence49232646.9%+3.5
Open49222744.9%+3.5
Rectangle45162935.6%-10.9
Breakable Full Fence42192345.2%+5.6
Breakable Half Fence39122730.8%-15.8
Octagon37162143.2%-7.3
Low Fence35181751.4%+6.6
Single Wall34191555.9%+14.4
Full Fence and Open1911857.9%+5.0

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26441.3%43.8%-2.5
No walls11850.0%43.1%+6.9

Walls against open: -9.4 points (95% range -21.2 to +2.4), p 0.119 — 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

スナドリネコ (Rank 26)2026/10/1761516.7%
サーちゃん (Rank 23)2026/10/1794544.4%
Shurkn-_-pap03 (Rank 26)2026/10/17103730.0%
tsben3218 (Rank 21)2026/10/12770100.0%
オティムティム (Rank 23)2026/10/1084450.0%
ASSERT(m_pThink); (Rank 21)2026/10/107070.0%
e-muneyoshii (Rank 25)2026/10/1071614.3%
NumberCoronet85 (Rank 23)2026/10/104040.0%
huki_1209 (Rank 22)2026/10/08440100.0%
桃之助 (Rank 23)2026/10/0454180.0%
AKAI-SUISEI3 (Rank 26)2026/09/3041325.0%
HayanieMozu (Rank 22)2026/09/2763350.0%
moto1982 (Rank 21)2026/09/26770100.0%
milkboy2021 (Rank 23)2026/09/2651420.0%
osAnKIRA (Rank 23)2026/09/2653260.0%
Genki (Rank 15)2026/09/1874357.1%
O.J.A (Rank 21)2026/09/1824141058.3%
真 (Rank 25)2026/09/1883537.5%
RedBean (Rank 22)2026/09/1671614.3%
sy62___ (Rank 26)2026/09/0974357.1%
potimaru1059 (Rank 21)2026/09/0951420.0%
yoshino_takekoma (Rank 19)2026/09/094040.0%
あおいあらし (Rank 15)2026/09/08660100.0%
snaggy-miner78 (Rank 15)2026/09/071612475.0%
TradingClamp655 (Rank 7)2026/06/231411378.6%

Round openings

Every character

Tsuppari 2PP into Tsuppari 3PPP16915.6%
punchP into Tsuppari 2PP13812.7%
backdash into evade down817.5%
backdash into backward movement726.6%
Tsuppari 3PPP into Tsuppari 4PPPP625.7%
punchP413.8%
Aka'oni MidaremageP+K353.2%
Shimobarai1P into Susuharai1PP322.9%
backdash322.9%
crouch into Shita Harite2P322.9%
Tsuppari 5PPPPP into Tsuppari TarukudakiPPPPPP292.7%
backdash into Kumoyaburi4P+K242.2%
backdash into Kachi'age33P+K222.0%
evade down into backdash181.7%
Zangeki33P171.6%

104 further openings account for the other 283 rounds.

Counted from 278 of the 422 matches played. The rest were not pulled for openings.

Taka

Career
468–588 · 44.3%
This season
421 matches · 43.9%
Peak rank
24

First hit in 69.8% of 1,078 rounds. Won 48.7% of the rounds they struck first, 36.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 79.4% of rounds, against 55.3% in their other rounds.
  • In round 1: opens with “PP Tsuppari 2 into PPP Tsuppari 3” in 28.5% of rounds, against 11.2% in their other rounds.
  • After opening the round before with “backdash into backward movement”: opens with “backdash into backward movement” in 17.4% of rounds, against 7.5% after anything else.

How is this tested?

Tsuppari 2PP into Tsuppari 3PPP16915.6%
punchP into Tsuppari 2PP13812.7%
backdash into evade down817.5%
backdash into backward movement726.6%
Tsuppari 3PPP into Tsuppari 4PPPP625.7%
punchP413.8%
Aka'oni MidaremageP+K353.2%
Shimobarai1P into Susuharai1PP323.0%
backdash323.0%
crouch into Shita Harite2P323.0%
Tsuppari 5PPPPP into Tsuppari TarukudakiPPPPPP292.7%
backdash into Kumoyaburi4P+K242.2%
backdash into Kachi'age33P+K222.0%
evade down into backdash181.7%
Zangeki33P171.6%

102 further openings account for the other 280 rounds.

Counted from 277 of the 421 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–10 · 58%11–11 · 50%too few to test
Shun10–9 · 53%2–4 · 33%too few to test
Jacky5–16 · 24%4–1 · 80%too few to test
Pai5–8 · 38%0–2 · 0%too few to test
Vanessa5–5 · 50%6–2 · 75%too few to test
Wolf3–10 · 23%3–4 · 43%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.

144 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?

Akira

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
1

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into backdash133.3%
forward movement into Hachimon KaidaPP133.3%
punchP into Hachimon KaidaPP133.3%

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

  • Taka: 3 of 15 tests hold up
  • Akira: not tested (too few rounds)