VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

kumanotesoba

  • El Blaze
  • Jeffry
  • Wolf
  • Pai
  • Vanessa
Career matches955
Career win rate65.7%
Round win rate51.1%
Peak rank33
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1530 Not ranked yet: the list needs 50 matches. See 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

Taka3334923911068.5%
El Blaze282051248160.5%
Goh—121774463.6%
Wolf27106713567.0%
Jeffry2786602669.8%
Pai2674443059.5%
Vanessa261412285.7%

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

166 of 180 rounds counted

6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.639991
Taka7.846627
Jeffry6.841120
Wolf7.142314
Pai7.343711
Vanessa7.94763

By opponent's character

Wolf6.438631
Akira6.941321
Jeffry7.243026
Lion7.746224
Sarah6.840515
Shun7.041920
Goh7.14289
Pai7.94727
El Blaze5.53295
Jean6.33763
Kage6.84075

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

Wolf73442.9%-8.6
Akira660100.0%+44.8
Jeffry62433.3%-12.0
Lion54180.0%+40.3
Sarah51420.0%-25.8
Shun51420.0%-39.7
Goh32166.7%+24.3
Pai2020.0%-76.2
El Blaze1010.0%-43.1
Jacky110100.0%+37.5
Jean110100.0%+46.3
Kage110100.0%+30.4

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

Single Wall113827.3%-32.9
Octagon85362.5%+14.1
Full Fence and Open62433.3%-15.2
Open42250.0%+3.8
Full Fence330100.0%+39.5
Half Fence31233.3%-31.3
Low Fence32166.7%+23.5
Breakable Full Fence21150.0%-7.4
Breakable Half Fence110100.0%+60.0

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
Walls1764.7%55.3%+9.4
No walls1838.9%49.4%-10.6

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

m01ch1 (Rank 30)2026/10/1131233.3%
筋トレ職人 (Rank 29)2026/09/24220100.0%
tanechin (Rank 26)2026/09/24220100.0%
インドラー (Rank 25)2026/09/101010.0%
南高梅 (Rank 27)2026/09/0621150.0%
SHUSHUSHU (Rank 30)2026/09/0632166.7%
lemon-sour (Rank 30)2026/09/0621150.0%
肉彦さん☆彡 (Rank 30)2026/09/061010.0%
BANANA (Rank 30)2026/09/06110100.0%
こて (Rank 28)2026/09/051010.0%
けつ毛バーガーking (Rank 25)2026/09/05110100.0%
力戦将棋チャンネル (Rank 31)2026/09/051010.0%
taj_god333 (Rank 27)2026/09/054040.0%
kaiji256 (Rank 28)2026/07/20110100.0%
アベル (Rank 30)2026/07/17110100.0%
うめおに。 (Rank 33)2026/07/081010.0%
SouzaTheo (Rank 23)2026/07/02110100.0%
けいすけ新宿 (Rank 24)2026/06/24220100.0%
みの (Rank 23)2026/06/102020.0%
MikuMartineau (Rank 32)2026/05/23110100.0%
ジークリオン (Rank 35)2026/05/2332166.7%
yamaneko (Rank 34)2026/05/23110100.0%
あーにぃ (Rank 30)2026/05/18110100.0%
ばねばば (Rank 29)2026/05/184040.0%
ガリバー (Rank 30)2026/05/06110100.0%

Round openings

Every character

crouch dash forward into evade down169.6%
Fade Roll Kick7K95.4%
evade down into crouch dash forward84.8%
Low Drop Kick63.6%
backdash into Volcano Upper4P+K63.6%
crouch dash forward into Volcano Upper4P+K63.6%
crouch dash forward into Low Drop Kick1K+G53.0%
crouch dash forward into punchP42.4%
evade down into Low Drop Kick1K+G42.4%
evade down into guardG42.4%
Dohyouwari43P31.8%
crouch dash forward into guardG31.8%
guardG31.8%
guardG into Low Spin Kick2K+G31.8%
guardG into evade up31.8%

71 further openings account for the other 84 rounds.

Counted from 40 of the 43 matches played. The rest were not pulled for openings.

El Blaze

Career
124–81 · 60.5%
This season
23 matches · 39.1%
Peak rank
28

First hit in 55.0% of 100 rounds. Won 58.2% of the rounds they struck first, 31.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fade Roll Kick7K99.0%
crouch dash forward into evade down99.0%
evade down into crouch dash forward88.0%
backdash into Volcano Upper4P+K66.0%
crouch dash forward into Volcano Upper4P+K66.0%
crouch dash forward into Low Drop Kick1K+G55.0%
evade down into Low Drop Kick1K+G44.0%
guardG33.0%
guardG into Low Spin Kick2K+G33.0%
Low Drop Kick1K+G22.0%
Spinning Thrust Kick3K+G22.0%
backdash into guardG22.0%
crouch dash forward into Low Spin Kick2K+G22.0%
crouch dash forward into guardG22.0%
evade down into guardG22.0%

33 further openings account for the other 35 rounds.

Taka

Career
239–110 · 68.5%
This season
7 matches · 71.4%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dohyouwari43P39.4%
crouch dash forward into evade down39.4%
Ao'oni Midaremage214P+K26.2%
Sokubi Otoshi41236P26.2%
crouch dash forward into Aka'oni MidaremageP+K26.2%
crouch dash forward into punchP26.2%
evade down into Ten'yaburi4P+KP26.2%
guardG into Tsuyubarai2P+K26.2%
Kumoyaburi4P+K13.1%
crouch dash forward into Honda Zutsuki4PP+K13.1%
crouch into Shita Harite2P13.1%
evade down into Aka'oni MidaremageP+K13.1%
evade down into Shita Harite2P13.1%
evade down into guardG13.1%
evade down into up punch+kick+guard8P+K+G13.1%

7 further openings account for the other 7 rounds.

Wolf

Career
71–35 · 67.0%
This season
4 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K428.6%
Low Drop Kick62K into evade down17.1%
Screw Hook63214P into Screw Lariat63214PP17.1%
crouch dash forward into Knee Lift6K17.1%
crouch dash forward into Rolling Back Elbow6PP+K17.1%
crouch dash forward into evade down17.1%
crouch dash forward into guardG17.1%
crouch dash forward into punchP17.1%
crouch dash forward into throwP+G17.1%
evade down into crouch dash back17.1%
evade down into guardG17.1%

Pai

Career
44–30 · 59.5%
This season
3 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rikensui1P218.2%
crouch dash forward into evade down218.2%
Souka Rensui3PP into Souka Raigekishou3PPP19.1%
backward movement into Souanshou3P+K19.1%
crouch dash forward into Souanshou3P+K19.1%
forward dash into RenshouPP19.1%
guardG into Renka Sentai2KK19.1%
guardG into evade up19.1%
kickK into Renka Sentai2KK19.1%

Jeffry

Career
60–26 · 69.8%
This season
5 matches · 60.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down114.3%
crouch dash forward into punchP114.3%
evade down into Arrow Knuckle1P+K114.3%
evade down into Ducking Low2K+G114.3%
evade down into Heel Drop6K+G114.3%
evade down into Hell Claw236P114.3%
guardG into Double KnucklePP114.3%

Counted from 2 of the 5 matches played. The rest were not pulled for openings.

Vanessa

Career
12–2 · 85.7%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: crouch dash forward into Sliding Low Kick1K+G133.3%
Defensive Style: crouch dash forward into punchP133.3%
Defensive Style: evade down into kickK133.3%

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

Tests behind each character's list

  • El Blaze: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)