VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

がまぶんた親分

  • Kage
  • Aoi
  • Wolf
  • Jacky
  • Pai
Career matches999
Career win rate65.1%
Round win rate52.7%
Peak rank42
Distinct opponents105
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1793 #398 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

Taka4270848022867.8%
Kage372371419659.5%
Aoi3331102132.3%
Wolf26109190.0%
Pai33770100.0%
Jacky3363350.0%

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

788 of 973 rounds counted

7.8 inputs a second (470 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.8470468
Taka8.6517169
Aoi6.6396107
Jacky7.243224
Pai8.551220

By opponent's character

Akira8.4506104
Kage7.746287
Jean7.243291
Vanessa7.846836
Shun8.048068
Goh7.243358
Jacky7.947343
Aoi8.148356
Lau8.450355
Brad7.142718
Wolf7.243446
Lion8.651817
Jeffry7.243423
Lei Fei7.745926
Eileen7.64573
El Blaze8.852519
Sarah8.450417
Taka8.450517
Pai7.04184

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

Akira28181064.3%+8.0
Kage24131154.2%-4.4
Jean22101245.5%-11.4
Vanessa2115671.4%+19.9
Shun1751229.4%-22.3
Goh169756.2%+0.8
Jacky1610662.5%+1.1
Aoi159660.0%+4.9
Lau159660.0%+9.4
Brad147750.0%-12.2
Wolf138561.5%+5.0
Lion97277.8%+26.4
Jeffry73442.9%-14.3
Lei Fei74357.1%+1.0
Eileen51420.0%-46.4
El Blaze550100.0%+42.2
Sarah41325.0%-40.8
Taka43175.0%+23.8
Pai31233.3%-28.7

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

Breakable Half Fence33161748.5%-10.8
Rectangle30131743.3%-12.8
Half Fence27161159.3%+2.3
Octagon27171063.0%+9.4
Single Wall27161159.3%-0.8
Full Fence2314960.9%+8.7
Breakable Full Fence22111150.0%-10.3
Low Fence2114766.7%+10.5
Open1711664.7%+14.2
Full Fence and Open110100.0%+49.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16253.7%56.1%-2.4
No walls6563.1%56.8%+6.3

Walls against open: -8.7 points (95% range -24.4 to +7.1), p 0.281 — 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

ドナドナ7 (Rank 38)2026/10/1842250.0%
しょべるん (Rank 39)2026/10/1842250.0%
Aki (Rank 40)2026/10/1863350.0%
ピーエス (Rank 38)2026/10/1583537.5%
ダイゴロー/Daigoro (Rank 37)2026/10/1542250.0%
ぽぽたこ (Rank 35)2026/10/15440100.0%
アドリブ使い (Rank 38)2026/10/1552340.0%
れもん@のびしろF (Rank 33)2026/10/15330100.0%
のーむ (Rank 39)2026/10/1563350.0%
究極無敵 (Rank 37)2026/10/1552340.0%
hsat0310 (Rank 34)2026/10/1342250.0%
zaduhkj (Rank 35)2026/08/3032166.7%
manao_0609 (Rank 30)2026/06/1131233.3%
あむざん (Rank 43)2026/06/0671614.3%
うるヲ参拾 (Rank 39)2026/06/0631233.3%
pnt_555 (Rank 36)2026/06/054040.0%
Roki_ryudoukan (Rank 33)2026/06/053030.0%
jinmenusagi (Rank 44)2026/05/30126650.0%
cyomiko (Rank 39)2026/05/3054180.0%
真夏 (Rank 42)2026/05/2153260.0%
鮫島sirzima (Rank 42)2026/05/1465183.3%
Tokkovanessa_VF (Rank 41)2026/05/1442250.0%
ふじふじくん (Rank 41)2026/05/1232166.7%
sicker02 (Rank 28)2026/05/1143175.0%
팀채팅방이리딩방이되었다. (Rank 38)2026/05/1132166.7%

Round openings

Every character

forward movement into punchP448.6%
backdash into evade up346.6%
Shita Harite2P214.1%
evade down into Morotezuki66P203.9%
kickK193.7%
Morotezuki66P173.3%
backdash into evade down173.3%
forward movement into Tsuppari 2PP142.7%
forward movement into Tsuppari 3PPP132.5%
Screw Hook63214P91.8%
Chudan Hiji'ate6P81.6%
Maegeri3K81.6%
Gedan Shouda2P71.4%
crouch dash forward into guardG71.4%
guardG into evade down71.4%

147 further openings account for the other 269 rounds.

Counted from 128 of the 240 matches played. The rest were not pulled for openings.

Taka

Career
480–228 · 67.8%
This season
82 matches · 53.7%
Peak rank
42

First hit in 55.0% of 311 rounds. Won 53.2% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into punchP247.3%
backdash into evade up226.7%
Shita Harite2P216.4%
evade down into Morotezuki66P206.1%
Morotezuki66P175.2%
kickK164.9%
forward movement into Tsuppari 2PP144.3%
backdash into evade down134.0%
forward movement into Tsuppari 3PPP134.0%
crouch dash forward into guardG72.1%
guardG into evade down61.8%
Morotezuki66P into Tsuppari 2PP51.5%
backdash into throwP+G51.5%
evade down into forward dash51.5%
forward dash into Morotezuki66P51.5%

76 further openings account for the other 134 rounds.

Aoi

Career
10–21 · 32.3%
This season
26 matches · 30.8%
Peak rank
33

First hit in 47.7% of 107 rounds. Won 37.2% of the rounds they struck first, 37.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1715.9%
Chudan Hiji'ate6P87.5%
Maegeri3K87.5%
backdash into evade up87.5%
Gedan Shouda2P76.5%
forward movement into Nirentotsu OuchuPPP65.6%
back punch+kick4P+K into punchP32.8%
backdash into evade down32.8%
Gedan Shouda2P into forward dash21.9%
Maegeri3K into Kasumigeri2K21.9%
Ouda6P+K21.9%
backdash into Maegeri3K21.9%
backdash into Sodeshinken33P+K21.9%
backdash into crouch dash back21.9%
forward movement into back punch+kick4P+K21.9%

32 further openings account for the other 33 rounds.

Kage

Career
141–96 · 59.5%
This season
119 matches · 60.5%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape517.9%
backdash into Kodachinuki4K310.7%
kickK310.7%
Hagakure-ryu In Raijingeki46P+K into punchP27.1%
backdash into evade up27.1%
backdash into throw escape27.1%
Hiji'uchi6P into crouch dash forward13.6%
Senpugeri7K13.6%
Sokuten44P+K+G into Hagakure-ryu In Shippujin4P+K+G13.6%
backdash into Furikakato OtoshiK+G13.6%
backdash into Gen'you4K+G13.6%
backdash into Shippuzan3PP13.6%
backdash into evade down13.6%
backdash into punchP13.6%
crouch dash back into Furikakato OtoshiK+G13.6%

2 further openings account for the other 2 rounds.

Counted from 7 of the 119 matches played. The rest were not pulled for openings.

Wolf

Career
9–1 · 90.0%
This season
8 matches · 87.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P932.1%
forward movement into Elbow Butt4P310.7%
backdash into evade up27.1%
evade up into crouch dash forward27.1%
Elbow Butt4P into Jab StraightPP13.6%
Gasp Kneel Palm Bomb6P+K into forward dash13.6%
Screw Hook63214P into Screw Lariat63214PP13.6%
backdash into Arrow Knuckle3P13.6%
backdash into Comet Hook1P13.6%
backdash into Jab StraightPP13.6%
backdash into throwP+G13.6%
backward movement into evade up13.6%
crouch dash forward into Knee Lift6K13.6%
forward dash into Knee Lift6K13.6%
forward dash into Screw Hook63214P13.6%

1 further openings account for the other 1 rounds.

Jacky

Career
3–3 · 50.0%
This season
5 matches · 40.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K625.0%
Squat Straight2P312.5%
forward movement into Jab Double StraightPPP312.5%
forward movement into punchP312.5%
Low Spin Kick1K+G28.3%
backdash into Spin Heel Sword4K+G28.3%
Middle Smash6P into Middle Smash Sword6PK14.2%
backward movement into Low Spin Kick1K+G14.2%
evade up into Dash Hammer Kick66K14.2%
evade up into crouch dash forward14.2%
forward dash into evade down14.2%

Not counted here: Pai. Their matches were not pulled for openings.

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 (11 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Taka: 0 of 11 tests hold up
  • Aoi: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jacky: not tested (too few rounds)