VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

mo-ho-man

Career matches4,333
Career win rate17.7%
Round win rate33.1%
Peak rank33
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1160 #3,519 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

Taka334,3337653,56817.7%

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

344 of 471 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka6.8406344

By opponent's character

Akira6.036373
Jacky8.047948
Pai6.941439
Jeffry6.841043
Goh5.030318
Jean7.444529
Lau6.639613
Lion7.444621
El Blaze0.5321
Kage7.746017
Sarah6.33819
Aoi6.840811
Brad7.947210
Wolf7.94754
Shun1.0585
Vanessa2.51513

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

Akira3272521.9%-13.3
Jacky157846.7%+9.9
Pai146842.9%+12.3
Jeffry136746.1%+10.5
Goh101910.0%-16.2
Jean84450.0%+13.0
Lau82625.0%-17.9
Lion84450.0%+19.6
El Blaze51420.0%-7.1
Kage42250.0%+25.8
Sarah4040.0%-25.7
Aoi330100.0%+51.5
Brad31233.3%-0.6
Wolf3030.0%-23.8
Shun2020.0%-26.2
Vanessa2020.0%-20.3

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

Breakable Half Fence1981142.1%+5.0
Full Fence1661037.5%+4.8
Single Wall1631318.8%-15.1
Open1321115.4%-16.8
Rectangle124833.3%+4.4
Full Fence and Open102820.0%-9.8
Half Fence92722.2%-7.7
Low Fence84450.0%+20.6
Breakable Full Fence74357.1%+19.1
Octagon61516.7%-11.1

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
Walls6936.2%33.4%+2.8
No walls3724.3%31.2%-6.9

Walls against open: +9.7 points (95% range -8.2 to +27.7), p 0.288 — 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

dalmax72 (Rank 23)2026/07/313030.0%
SpaceKnight (Rank 24)2026/07/314040.0%
Mon3tr (Rank 24)2026/07/3151420.0%
Might小麥豆漿 (Rank 21)2026/07/315050.0%
omuretukun (Rank 24)2026/07/314040.0%
TaKaArAsHi573 (Rank 23)2026/07/234040.0%
[Garnet]agingcurvedAjeossi (Rank 24)2026/07/233030.0%
soreagle (Rank 21)2026/07/234040.0%
やまだ.com (Rank 37)2026/07/232020.0%
potimaru1059 (Rank 24)2026/07/232020.0%
トローリロートル (Rank 24)2026/07/233030.0%
ttfour@サラしかできないw (Rank 23)2026/07/232020.0%
kimxxxtt (Rank 22)2026/07/2042250.0%
qzmix (Rank 24)2026/07/2051420.0%
ゅろぽ (Rank 23)2026/07/2042250.0%
spiral (Rank 23)2026/07/2031233.3%
sby (Rank 27)2026/07/202020.0%
fazz00r (Rank 27)2026/06/07220100.0%
pinturicchio (Rank 30)2026/05/3132166.7%
tatsuya_doragon8741 (Rank 28)2026/05/3132166.7%
MikuMartineau (Rank 31)2026/05/3042250.0%
入れ込むかもしれない (Rank 26)2026/05/3031233.3%
Ishmokin (Rank 21)2026/05/28440100.0%
ズサ齋藤 (Rank 23)2026/05/1641325.0%
TOMORV (Rank 24)2026/04/212020.0%

Round openings

Taka

Career
765–3,568 · 17.7%
This season
134 matches · 32.8%
Peak rank
33

First hit in 43.2% of 463 rounds. Won 45.5% of the rounds they struck first, 24.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 32.9% of rounds, against 14.9% in their other rounds.
  • Against Jacky: backs off first in 30.4% of rounds, against 15.9% against everyone else.
  • After opening the round before by waiting: waits first in 75.0% of rounds, against 5.1% after anything else.
  • After losing a round: waits first in 30.8% of rounds, against 2.7% after winning one.
  • When behind: waits first in 34.9% of rounds, against 2.2% when ahead.
  • After being hit first in the round before: waits first in 35.1% of rounds, against 2.8% after landing the first hit.
  • In round 4 or later: opens with “crouch dash back into K+GP Kaminaridaiko Hasami'uchi” in 20.0% of rounds, against 4.2% in their other rounds.
  • Against Pai: opens with “2P Shita Harite” in 13.0% of rounds, against 4.1% against everyone else.
  • After opening the round before with “no input”: opens with “no input” in 81.8% of rounds, against 1.5% after anything else.
  • After losing a round: opens with “no input” in 29.0% of rounds, against 0.0% after winning one.
  • When behind: opens with “no input” in 36.5% of rounds, against 0.0% when ahead.
  • After being hit first in the round before: opens with “no input” in 33.5% of rounds, against 0.7% after landing the first hit.

How is this tested?

no input10822.9%
crouch dash back into Kaminaridaiko Hasami'uchiK+GP316.6%
Morotezuki66P into Morote Tsuppari66PP296.1%
Shita Harite2P245.1%
Kachi'age33P+K194.0%
Morotezuki66P163.4%
backdash into Zangeki33P153.2%
punchP into Hiji'ate6P153.2%
punchP into Tsuppari 2PP143.0%
punchP132.8%
Kachi'age33P+K into Takatsumehashi3P+K102.1%
Hiji'ate6P71.5%
backdash into Dohyouwari43P61.3%
forward dash into Hiji'ate6P61.3%
evade down into backdash51.1%

90 further openings account for the other 154 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–12 · 29%0–9 · 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.

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

  • Taka: 12 of 15 tests hold up