VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Taka

北斗神拳 弐ノ羅将

  • Jacky
  • Pai
  • Jeffry
Career matches5,363
Career win rate52.3%
Round win rate48.8%
Peak rank39
Distinct opponents230
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1733 #647 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

Taka394,0272,0721,95551.5%
Jacky3394149844352.9%
Pai312201309059.1%
Jeffry281751076861.1%

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

1,519 of 2,523 rounds counted

7.8 inputs a second (467 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka7.74611,144
Jacky8.1487349
Pai7.746126

By opponent's character

Akira8.2494109
Jacky7.9472139
Wolf8.0477136
Shun7.8471145
Jean7.6454138
Lion7.8470115
Lau7.8470119
Jeffry7.9472116
Kage7.645773
Sarah7.846668
Brad7.746092
El Blaze7.544835
Lei Fei7.846679
Pai8.148449
Vanessa7.243426
Goh7.343733
Aoi7.444123
Eileen7.444115
Taka7.24359

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

Akira63303347.6%-0.3
Jacky60322853.3%+4.8
Wolf51262551.0%-0.2
Shun48192939.6%-1.8
Jean47262155.3%+1.3
Lion44212347.7%-3.3
Lau41221953.7%+6.0
Jeffry39152438.5%-16.9
Kage36152141.7%-0.4
Sarah36211558.3%+8.2
Brad34171750.0%+1.8
El Blaze26121446.1%-7.6
Lei Fei26131350.0%-1.4
Pai2415962.5%+14.6
Vanessa2281436.4%-7.9
Goh124833.3%-12.1
Aoi96366.7%+17.3
Eileen72528.6%-16.9
Taka43175.0%+24.9
Dural110100.0%+51.3

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Octagon72304241.7%-8.2
Breakable Full Fence70393155.7%+6.7
Low Fence70333747.1%-1.2
Single Wall68373154.4%+5.8
Open65293644.6%-3.9
Full Fence61303149.2%-2.1
Breakable Half Fence59302950.9%+4.3
Rectangle52242846.1%-3.1
Half Fence51252649.0%+1.2
Full Fence and Open28161257.1%+8.3

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
Walls36548.8%49.0%-0.3
No walls20348.8%48.5%+0.3

Walls against open: -0.5 points (95% range -9.8 to +8.8), p 0.916 — 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

mudanadoryokuzki (Rank 38)2026/10/1485362.5%
NORESPECT (Rank 37)2026/10/14660100.0%
vintage-channel9 (Rank 36)2026/10/1074357.1%
klkun (Rank 42)2026/09/14124833.3%
Roki_ryudoukan (Rank 36)2026/09/1465183.3%
硬め濃いめ少なめお米 (Rank 42)2026/08/246060.0%
どっせ (Rank 38)2026/08/2484450.0%
うるヲ参拾 (Rank 38)2026/08/0397277.8%
ぱりぱり (Rank 40)2026/08/0392722.2%
kenzan1955 (Rank 41)2026/07/2785362.5%
都筑まもる君 (Rank 36)2026/07/15660100.0%
くりたろう (Rank 39)2026/07/0283537.5%
いえす (Rank 40)2026/06/2162433.3%
Tokkovanessa_VF (Rank 42)2026/06/211631318.8%
paoya0423 (Rank 36)2026/06/1963350.0%
デネ (Rank 41)2026/06/19102820.0%
あむざん (Rank 42)2026/05/22137653.9%
moto__666 (Rank 39)2026/05/2062433.3%
chima0818turi (Rank 41)2026/05/1894544.4%
lapislazuli (Rank 36)2026/05/1284450.0%
初代マサオ (Rank 36)2026/05/1273442.9%
周大人 (Rank 41)2026/04/2472528.6%
you_vf (Rank 41)2026/04/1571614.3%
屠龍捜索願 (Rank 39)2026/04/0653260.0%
7連休 (Rank 33)2026/04/0354180.0%

Round openings

Every character

kickK1727.3%
forward movement into punchP1546.5%
backdash into evade up1265.3%
Morotezuki66P1004.2%
backdash into Zangeki33P964.0%
evade up into crouch dash forward883.7%
Morotezuki66P into Morote Tsuppari66PP642.7%
Dash Hammer Kick66K522.2%
backdash into Gozougeri4K502.1%
Mawashi Harite44P451.9%
crouch dash forward into guardG431.8%
Morotezuki66P into punchP421.8%
guardG401.7%
crouch dash forward into Kachi'age33P+K361.5%
guardG into Kirikabu Kudaki1P+K321.4%

324 further openings account for the other 1,230 rounds.

Counted from 591 of the 630 matches played. The rest were not pulled for openings.

Taka

Career
2,072–1,955 · 51.5%
This season
509 matches · 48.7%
Peak rank
39

First hit in 49.3% of 1,903 rounds. Won 50.9% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 29.4% of rounds, against 18.2% in their other rounds.
  • Against Akira: backs off first in 38.9% of rounds, against 19.2% against everyone else.
  • After winning a round: backs off first in 25.7% of rounds, against 10.9% after losing one.
  • When ahead: backs off first in 23.5% of rounds, against 14.1% when level or behind.
  • In round 1: opens with “backdash into evade up” in 7.9% of rounds, against 3.3% in their other rounds.
  • Against Brad: opens with “forward movement into P punch” in 18.1% of rounds, against 6.4% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 10.7% of rounds, against 3.7% after winning one.
  • When ahead: opens with “backdash into 33P Zangeki” in 8.5% of rounds, against 2.7% when level or behind.

How is this tested?

kickK1728.9%
forward movement into punchP1347.0%
Morotezuki66P1005.2%
backdash into Zangeki33P965.0%
backdash into evade up854.4%
evade up into crouch dash forward723.7%
Morotezuki66P into Morote Tsuppari66PP643.3%
backdash into Gozougeri4K502.6%
Mawashi Harite44P452.3%
Morotezuki66P into punchP422.2%
crouch dash forward into guardG371.9%
crouch dash forward into Kachi'age33P+K361.9%
guardG341.8%
guardG into Kirikabu Kudaki1P+K321.7%
evade up into Kachi'age33P+K291.5%

213 further openings account for the other 899 rounds.

Counted from 483 of the 509 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
Jacky13–16 · 45%8–7 · 53%too few to test
Akira14–18 · 44%3–5 · 38%too few to test
Shun9–18 · 33%6–6 · 50%too few to test
Wolf11–13 · 46%6–6 · 50%too few to test
Lion10–9 · 53%6–3 · 67%too few to test
Kage9–11 · 45%4–8 · 33%too few to test
Jeffry8–13 · 38%3–4 · 43%too few to test
Lau7–10 · 41%3–5 · 38%too few to test
Sarah11–9 · 55%7–3 · 70%too few to test
Brad6–2 · 75%6–7 · 46%too few to test
Jean11–6 · 65%1–2 · 33%too few to test
El Blaze6–4 · 60%2–5 · 29%too few to test
Lei Fei7–6 · 54%2–4 · 33%too few to test
Vanessa2–6 · 25%3–5 · 38%too few to test
Pai9–4 · 69%4–3 · 57%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.

26 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?

Jacky

Career
498–443 · 52.9%
This season
104 matches · 49.0%
Peak rank
33

First hit in 49.2% of 378 rounds. Won 52.7% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 55.9% of rounds, against 26.7% in their other rounds.

How is this tested?

Dash Hammer Kick66K5213.8%
backdash into evade up349.0%
backdash into Spin Heel Sword4K+G266.9%
Middle Smash6P154.0%
evade up into crouch dash forward143.7%
forward movement into punchP143.7%
backdash into Beat & Back KnuckleP+KP102.6%
Bil Jee6P+K into forward movement92.4%
Step-in Middle Kick66K+G71.9%
backdash into Middle Spin Kick46K+G71.9%
backdash into Beat KnuckleP+K51.3%
guardG51.3%
guardG into Slant Back Knuckle1P51.3%
guardG into throwP+G51.3%
Middle Smash6P into forward movement41.1%

100 further openings account for the other 166 rounds.

Counted from 93 of the 104 matches played. The rest were not pulled for openings.

Pai

Career
130–90 · 59.1%
This season
10 matches · 30.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP411.4%
backdash into evade up38.6%
Hi'en Tankyaku9K25.7%
Senchuken6P25.7%
crouch dash forward into guardG25.7%
Enshi Soushou66P12.9%
Enshi Soushou66P into kickK12.9%
Honshin Soukyaku1K+G12.9%
Kochoukyaku4K+G12.9%
backdash into Bajou Kaikyuu236P12.9%
backdash into Ensei Touku Haikyaku66K+G12.9%
backdash into Honshin Soukyaku1K+G12.9%
backdash into Kochoukyaku4K+G12.9%
backdash into Renkan Soukashou3KPP12.9%
backdash into Renkan Tanheki66KP12.9%

12 further openings account for the other 12 rounds.

Counted from 8 of the 10 matches played. The rest were not pulled for openings.

Jeffry

Career
107–68 · 61.1%
This season
7 matches · 85.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up413.3%
forward movement into Double KnucklePP310.0%
evade up into crouch dash forward26.7%
forward movement into punchP26.7%
Dash Elbow66P13.3%
Full Swing Upper33P13.3%
Hell Dunk Elbow2P+K13.3%
Low Knuckle2P13.3%
Overblow Shoulder66P+K into backdash13.3%
backdash into Double Hammer Down43P13.3%
backdash into Overblow Shoulder66P+K13.3%
backdash into Tsunami Beat3K+G13.3%
backdash into evade down13.3%
backdash into throw escape13.3%
evade up into Hell Dunk Elbow2P+K13.3%

8 further openings account for the other 8 rounds.

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 (32 here; about 1.6 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: 8 of 17 tests hold up
  • Jacky: 1 of 15 tests hold up
  • Pai: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)