VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

amakuchi-3

  • Akira
  • Shun
  • Wolf
  • Kage
  • Lion
  • Jacky
  • Brad
Career matches896
Career win rate63.5%
Round win rate51.7%
Peak rank31
Distinct opponents38
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1586 #1,440 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

Taka313152209569.8%
Lion301851196664.3%
Akira28160996161.9%
Shun29127745358.3%
Wolf2646202643.5%
Jacky2625121348.0%
Kage262014670.0%
Brad271811761.1%

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

115 of 300 rounds counted

8.4 inputs a second (506 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.154410
Shun8.852616
Taka8.349913
Wolf8.349641
Kage8.048014
Jacky8.249213
Brad8.95348

By opponent's character

Akira8.752218
Vanessa7.84673
Wolf8.04793
Eileen7.947317
Sarah8.651821
Aoi10.26113
Brad7.44447
El Blaze8.45068
Jean8.65135
Lion9.05408
Pai8.450513
Jeffry7.94775
Kage9.55704

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

Akira158753.3%-8.4
Jacky74357.1%+7.2
Vanessa75271.4%+25.9
Wolf74357.1%-1.4
Eileen62433.3%-20.4
Sarah51420.0%-34.7
Aoi42250.0%+1.0
Brad43175.0%+13.1
El Blaze42250.0%-4.2
Jean440100.0%+45.5
Lion43175.0%+16.1
Pai42250.0%-5.3
Jeffry21150.0%-17.6
Kage1010.0%-43.2

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

Octagon125741.7%-17.2
Half Fence83537.5%-18.7
Open85362.5%+7.2
Rectangle74357.1%+1.3
Single Wall74357.1%-4.1
Breakable Half Fence660100.0%+42.2
Full Fence64266.7%+11.4
Breakable Full Fence54180.0%+29.1
Low Fence5050.0%-54.2
Full Fence and Open21150.0%+7.9

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
Walls4459.1%56.1%+3.0
No walls2045.0%56.3%-11.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

[Garnet]agingcurvedAjeossi (Rank 25)2026/09/15220100.0%
MASTER-J (Rank 26)2026/09/1532166.7%
鳩男 (Rank 31)2026/09/151010.0%
dalmax72 (Rank 27)2026/09/15220100.0%
infrablue (Rank 24)2026/08/2421150.0%
allgonnaworkout (Rank 27)2026/08/032020.0%
ぽん (Rank 27)2026/07/3132166.7%
lemon-sour (Rank 28)2026/07/22110100.0%
伍の人 (Rank 29)2026/07/19114736.4%
ぺーくんだよ (Rank 29)2026/07/0321150.0%
ZR615C (Rank 26)2026/06/07220100.0%
Ka2 (Rank 32)2026/05/162020.0%
pinturicchio (Rank 29)2026/05/06220100.0%
ぴょろすぽ (Rank 31)2026/05/062020.0%
gans.sk602 (Rank 28)2026/05/06220100.0%
nasumiso (Rank 27)2026/05/0621150.0%
ちょいそる (Rank 29)2026/05/0664266.7%
タイヨウ (Rank 29)2026/04/22110100.0%
究極無敵 (Rank 30)2026/04/222020.0%
龍仙人【鬼手仏心】 (Rank 27)2026/04/22220100.0%
hahaha (Rank 27)2026/04/22220100.0%
Kakeog (Rank 27)2026/04/22220100.0%
ばけたばけろう (Rank 24)2026/04/14220100.0%
テクノモデル (Rank 34)2026/04/142020.0%
ガリバー (Rank 28)2026/03/311010.0%

Round openings

Every character

Jouho Senshou46P134.3%
backdash into evade down103.3%
backward movement into Jouho Touken6P103.3%
Arrow Knuckle3P into guardG82.7%
Haisenchu1P62.0%
Senzankou66P+K into throwP+G62.0%
guardG into throw escape51.7%
throw escape51.7%
Gyou'in Haishu3P into Chougeki RigoutaiPK41.3%
Housui2P41.3%
Rensai Gakushu46PP into Rengeki Gakushu46PPP41.3%
Shinho Suikoushu43P+K41.3%
crouch dash back into Jouho Touken6P41.3%
crouch into Zangeki33P41.3%
evade down into forward dash41.3%

156 further openings account for the other 209 rounds.

Akira

Career
99–61 · 61.9%
This season
22 matches · 63.6%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Senshou46P1314.4%
backward movement into Jouho Touken6P1011.1%
Senzankou66P+K into throwP+G66.7%
backdash into evade down55.6%
Housui2P44.4%
crouch dash back into Jouho Touken6P44.4%
Ekishou3P33.3%
Ekishou3P into guardG33.3%
forward dash into Jouho Touken6P33.3%
Housui2P into evade down22.2%
Rimon Chouchu66P22.2%
backdash into Fukko3K+GP+K22.2%
backdash into Youhou33P22.2%
crouch dash back into Jouho Senshou46P22.2%
forward dash into forward punch+kick6P+K22.2%

26 further openings account for the other 27 rounds.

Shun

Career
74–53 · 58.3%
This season
19 matches · 47.4%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P67.8%
Gyou'in Haishu3P into Chougeki RigoutaiPK45.2%
Rensai Gakushu46PP into Rengeki Gakushu46PPP45.2%
Shinho Suikoushu43P+K45.2%
Asen Kaikyaku44K33.9%
Getsuga Gakushu46P into Rensai Gakushu46PP33.9%
Gyou'in Haishu3P33.9%
Haisenchu1P into Haisenchu Kaikakyaku1PK33.9%
backdash into evade down33.9%
crouch dash forward into throw escape33.9%
Getsuga Gakushu46P22.6%
Getsuga Gakushu46P into evade down22.6%
Honshin Rensenkyaku4K+G22.6%
backdash into Shoushi Outeki1P+K22.6%
backward movement into Kasen Zenbokushou6PP22.6%

29 further openings account for the other 31 rounds.

Taka

Career
220–95 · 69.8%
This season
10 matches · 50.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Zangeki33P49.5%
Hiji'ate6P37.1%
punchP37.1%
Shita Harite2P24.8%
Shita Harite2P into backdash24.8%
Aka'oni MidaremageP+K12.4%
Ao'oni Midaremage214P+K into backward movement12.4%
Hiji'ate6P into forward punch+kick+guard6P+K+G12.4%
Hiji'ate6P into punchP12.4%
Mawashi Harite44P12.4%
Morotezuki66P into Morote Tsuppari66PP12.4%
Shita Harite2P into crouch12.4%
Shita Harite2P into down punch+kick+guard2P+K+G12.4%
Sokubi Otoshi41236P into forward movement12.4%
Tsuppari 2PP into Tsuppari 3PPP12.4%

18 further openings account for the other 18 rounds.

Wolf

Career
20–26 · 43.5%
This season
10 matches · 70.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P into guardG819.5%
backdash into Heavy Middle Kick3K+G37.3%
backdash into Short Shoulder46P+K37.3%
Arrow Knuckle3P into evade down24.9%
Body Blow6P into Rolling Back Elbow6PP+K24.9%
Elbow Butt4P24.9%
Elbow Butt4P into punchP24.9%
backdash into Mow Down Chop1P+K24.9%
forward movement into Low Smash2K24.9%
Arrow Knuckle3P12.4%
Arrow Knuckle3P into forward dash12.4%
Arrow Knuckle3P into offensive move12.4%
Knee Lift6K12.4%
Low Drop Kick62K12.4%
Screw Hook63214P into Screw Lariat63214PP12.4%

9 further openings account for the other 9 rounds.

Kage

Career
14–6 · 70.0%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soumenwari1P+K into guardG213.3%
backward movement into Hagakure-ryu In Raijingeki46P+K213.3%
Fusenjin3P into forward movement16.7%
Gen'you4K+G16.7%
Hiji'uchi6P16.7%
Rasen4P into Rasen Urageri4PK16.7%
Rasen4P into backdash16.7%
Rasen4P into kickK16.7%
backdash into Gen'you4K+G16.7%
backdash into evade down16.7%
backward movement into Nagiharai6P+K16.7%
punchP into HagasanePK16.7%
throw escape16.7%

Lion

Career
119–66 · 64.3%
This season
4 matches · 25.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K321.4%
evade down into forward dash214.3%
throw escape214.3%
Juchou Teishitsu9K into guardG17.1%
Koushutai44K into Souji SenpuP+K17.1%
Senputai8K into Katoutai8KK17.1%
Ukoushin46P+K17.1%
backdash into Tanhikyaku46K17.1%
backward movement into Ukoushin46P+K17.1%
forward dash into throw escape17.1%

Jacky

Career
12–13 · 48.0%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G215.4%
Bil Jee6P+K17.7%
Long Stride Back Knuckle4P+K17.7%
Low Spin Kick1K+G17.7%
Low Spin Kick1K+G into guardG17.7%
Middle Smash6P into Middle Smash Sword6PK17.7%
Side Hook Turn44P into Smash Low Kick2K17.7%
backdash into Beat & Back KnuckleP+KP17.7%
backdash into High Angle Upper Kick6K17.7%
backward movement into Groin Kick6K+G17.7%
guardG into throw escape17.7%
punchP into Punch High KickPK17.7%

Brad

Career
11–7 · 61.1%
This season
2 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dtee Sawk Dtrohng4P+K112.5%
Ten Kao6K112.5%
backdash into Sawk Klab6P+K112.5%
backdash into Sway Back4P+K+G112.5%
backdash into backward movement112.5%
backdash into evade down112.5%
backward movement into Sawk Klab6P+K112.5%
punchP into Elbow Hook6P112.5%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Brad: not tested (too few rounds)