VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

かえる

  • Dural
Career matches8,754
Career win rate50.8%
Round win rate49.9%
Peak rank40
Distinct opponents324
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1757 #535 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

Taka408,7494,4444,30550.8%
Dural265050.0%

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

6,739 of 7,546 rounds counted

7.9 inputs a second (472 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka7.94726,729
Dural10.663710

By opponent's character

Akira8.04781,061
Jacky7.7459792
Lau7.9476644
Kage7.8466643
Shun7.8468358
Brad7.8468420
Goh7.9475395
Jeffry8.2491265
Lion7.8471243
Jean7.7463245
El Blaze8.0481189
Wolf8.1485221
Pai8.0479233
Vanessa7.9472204
Aoi8.0477207
Lei Fei7.5447160
Sarah8.0482185
Taka7.8471131
Eileen8.350152
Dural8.148691

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

Akira28115013153.4%+5.8
Jacky22211111150.0%-0.9
Lau1776711037.9%-8.2
Kage161887354.7%+8.8
Shun114615353.5%+5.0
Brad109486144.0%-4.8
Goh101574456.4%+3.3
Jeffry90494154.4%+1.6
Lion75472862.7%+10.2
Jean68303844.1%-8.9
El Blaze67274040.3%-14.7
Wolf64372757.8%+4.2
Pai63283544.4%-0.9
Vanessa60293148.3%-2.1
Aoi50252550.0%+6.8
Lei Fei48212743.8%-7.2
Sarah46271958.7%+4.5
Taka32131940.6%-2.0
Eileen2351821.7%-28.0
Dural2271531.8%-21.4

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Single Wall22011011050.0%+0.1
Octagon21410910550.9%-0.3
Breakable Full Fence21010210848.6%+0.2
Open1981019751.0%+3.8
Half Fence1939110247.1%-3.9
Full Fence185959051.4%+1.3
Rectangle182869647.2%-2.8
Breakable Half Fence153747948.4%-0.5
Low Fence144717349.3%-1.4
Full Fence and Open71373452.1%+5.1

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,13749.0%49.9%-0.9
No walls56250.2%49.3%+0.9

Walls against open: -1.8 points (95% range -7.5 to +3.9), p 0.539 — 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

Umemon2026 (Rank 37)2026/10/1824131154.2%
たつや (Rank 41)2026/10/181941521.1%
rikubon-ps (Rank 38)2026/10/121810855.6%
kazukun-taka (Rank 39)2026/10/12167943.8%
siroiro_16bit (Rank 38)2026/10/101911857.9%
lesser-pram7 (Rank 42)2026/10/042011955.0%
かっこいいらう (Rank 44)2026/10/031841422.2%
ふぇに (Rank 35)2026/09/272017385.0%
マハリータまるこ (Rank 39)2026/09/272091145.0%
ZRX-1100 (Rank 37)2026/09/2523101343.5%
LEO (Rank 36)2026/09/24169756.2%
jikacho-Gigas (Rank 42)2026/09/112151623.8%
マーウォ (Rank 40)2026/08/311761135.3%
ctraum (Rank 39)2026/08/291910952.6%
kantoku0219 (Rank 35)2026/08/282012860.0%
ken1chin (Rank 40)2026/08/2739192048.7%
ぁ     やごろ (Rank 35)2026/08/24159660.0%
jinmenusagi (Rank 41)2026/08/231931615.8%
elpopo_3378 (Rank 38)2026/08/221613381.2%
ふかふか (Rank 38)2026/08/2135211460.0%
Sore (Rank 36)2026/08/1823121152.2%
interceptor (Rank 41)2026/08/0595534255.8%
Vgyjyrdgjk (Rank 32)2026/07/29156940.0%
jean (Rank 43)2026/07/271951426.3%
くりたろう (Rank 39)2026/07/242391439.1%

Round openings

Every character

kickK73810.2%
crouch dash forward into guardG5758.0%
crouch into Shita Harite2P5207.2%
evade up into forward dash4536.3%
punchP4195.8%
backdash into Dohyouwari43P3665.1%
backdash into evade down2523.5%
Shita Harite2P1782.5%
backdash into guardG1522.1%
punchP into Tsuppari 2PP1381.9%
Sokubi Otoshi41236P1301.8%
crouch dash forward into Kumoyaburi4P+K1161.6%
crouch dash forward into Kachi'age33P+K1061.5%
evade down into guardG981.4%
crouch dash forward into punchP941.3%

354 further openings account for the other 2,877 rounds.

Counted from 1,787 of the 1,873 matches played. The rest were not pulled for openings.

Taka

Career
4,444–4,305 · 50.8%
This season
1,870 matches · 49.6%
Peak rank
40

First hit in 47.5% of 7,173 rounds. Won 52.3% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 44.8% of rounds, against 29.8% in their other rounds.
  • Against Goh: backs off first in 30.1% of rounds, against 17.6% against everyone else.
  • On Rectangle stages: attacks straight away in 39.7% of rounds, against 32.8% on the other stages.
  • After opening the round before by evading: evades first in 22.2% of rounds, against 12.9% after anything else.
  • After winning a round: attacks straight away in 48.6% of rounds, against 24.6% after losing one.
  • When behind: moves in first in 31.5% of rounds, against 12.6% when ahead or level.
  • In round 4 or later: opens with “K kick” in 15.8% of rounds, against 8.3% in their other rounds.
  • Against Eileen: opens with “evade up into forward dash” in 21.4% of rounds, against 6.0% against everyone else.
  • On Single Wall stages: opens with “K kick” in 12.8% of rounds, against 9.8% on the other stages.
  • After opening the round before with “evade up into forward dash”: opens with “evade up into forward dash” in 13.0% of rounds, against 5.9% after anything else.
  • After losing a round: opens with “crouch dash forward into G guard” in 12.1% of rounds, against 1.8% after winning one.
  • When behind: opens with “crouch dash forward into G guard” in 13.4% of rounds, against 3.5% when ahead or level.

How is this tested?

kickK73810.2%
crouch dash forward into guardG5758.0%
crouch into Shita Harite2P5207.2%
evade up into forward dash4536.3%
punchP4195.8%
backdash into Dohyouwari43P3665.1%
backdash into evade down2523.5%
Shita Harite2P1782.5%
backdash into guardG1522.1%
punchP into Tsuppari 2PP1381.9%
Sokubi Otoshi41236P1301.8%
crouch dash forward into Kumoyaburi4P+K1161.6%
crouch dash forward into Kachi'age33P+K1061.5%
evade down into guardG981.4%
crouch dash forward into punchP941.3%

351 further openings account for the other 2,867 rounds.

Counted from 1,784 of the 1,870 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
Akira85–82 · 51%44–39 · 53%+1.2
Jacky56–69 · 45%30–23 · 57%-10.5
Lau44–67 · 40%16–29 · 36%-1.8
Kage55–43 · 56%20–19 · 51%+3.0
Shun29–27 · 52%25–22 · 53%-5.6
Brad25–33 · 43%14–18 · 44%+0.2
Goh41–22 · 65%11–18 · 38%too few to test
Jeffry28–18 · 61%13–12 · 52%too few to test
Lion30–24 · 56%15–4 · 79%too few to test
Jean15–24 · 38%12–12 · 50%too few to test
El Blaze13–18 · 42%11–16 · 41%too few to test
Wolf19–19 · 50%11–5 · 69%too few to test
Pai12–18 · 40%12–12 · 50%too few to test
Vanessa14–13 · 52%14–11 · 56%too few to test
Aoi13–16 · 45%9–7 · 56%too few to test
Lei Fei9–19 · 32%10–5 · 67%too few to test
Sarah13–13 · 50%5–3 · 62%too few to test
Taka12–11 · 52%0–4 · 0%too few to test
Eileen4–14 · 22%0–2 · 0%too few to test
Dural3–9 · 25%2–4 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

86 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?

Dural

Career
0–5 · 0.0%
This season
3 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch330.0%
crouch dash forward110.0%
crouch into forward movement110.0%
evade down into Dash Hammer Kick66K110.0%
evade down into throwP+G110.0%
forward dash into kickK110.0%
forward movement into evade up110.0%
no input110.0%

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 (18 here; about 0.9 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 18 tests hold up
  • Dural: not tested (too few rounds)