VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Taka

chururira0302

  • Aoi
Career matches1,818
Career win rate38.0%
Round win rate40.9%
Peak rank24
Distinct opponents102
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1121 #3,566 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

Taka241,58559698937.6%
Aoi192339413940.3%

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

954 of 954 rounds counted

6.6 inputs a second (399 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka6.6398834
Aoi6.8405120

By opponent's character

Akira6.7404294
Aoi6.740480
Jean6.538967
Jeffry6.840551
Brad6.337651
Jacky6.338050
Lion6.840549
El Blaze6.539238
Goh6.840641
Kage6.337933
Sarah7.242930
Taka6.740434
Lau7.343828
Lei Fei5.834729
Shun6.840525
Pai6.740017
Wolf6.237316
Eileen7.947310
Vanessa6.639711

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

Akira74314341.9%+3.6
Aoi2051525.0%-13.5
Jean179852.9%+9.9
Jeffry1421214.3%-12.1
Brad136746.1%+7.3
Jacky131127.7%-25.3
Lion126650.0%+12.4
El Blaze103730.0%+6.2
Goh94544.4%+5.7
Kage94544.4%+7.2
Sarah81712.5%-17.6
Taka82625.0%-7.8
Lau73442.9%+24.1
Lei Fei72528.6%+1.0
Shun7070.0%-31.2
Pai52340.0%+13.0
Wolf4040.0%-28.6
Eileen330100.0%+55.1
Vanessa32166.7%+33.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Rectangle38132534.2%-4.8
Octagon36142238.9%+5.5
Half Fence29131644.8%+12.7
Single Wall2791833.3%-0.7
Full Fence2391439.1%+10.0
Breakable Full Fence2261627.3%-14.6
Breakable Half Fence2051525.0%-12.8
Open130130.0%-36.7
Low Fence115645.5%+6.2
Full Fence and Open103730.0%-7.2

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
Walls16835.7%35.6%+0.1
No walls5127.5%35.3%-7.9

Walls against open: +8.0 points (95% range -9.7 to +25.7), p 0.375 — 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

shinkita (Rank 23)2026/10/173030.0%
shizuhachan (Rank 21)2026/10/15440100.0%
yasai (Rank 25)2026/10/1351420.0%
委員ちょ@肝臓レス練習 (Rank 21)2026/10/1382625.0%
도룡밖에난몰라/RSA (Rank 21)2026/10/0932166.7%
ハマラウ (Rank 42)2026/10/094040.0%
禁酒 (Rank 24)2026/10/094040.0%
けつ毛バーガーking (Rank 26)2026/10/046060.0%
富美 (Rank 22)2026/10/0464266.7%
え~る (Rank 27)2026/10/023030.0%
UNIQ (Rank 24)2026/09/3041325.0%
コデリン03 (Rank 23)2026/09/2431233.3%
Fuji-Atsuka (Rank 21)2026/09/17107370.0%
yagi[JP] (Rank 24)2026/09/1431233.3%
김멋있다 (Rank 21)2026/09/14117463.6%
yabo (Rank 22)2026/09/144040.0%
kouchant0051 (Rank 21)2026/09/1432166.7%
ttfour@サラしかできないw (Rank 22)2026/09/133030.0%
FLAT (Rank 21)2026/09/1131233.3%
dalmax72 (Rank 26)2026/09/10115645.5%
はち割れ・練習中 (Rank 22)2026/09/05880100.0%
トローリロートル (Rank 21)2026/09/0352340.0%
okotan.08.15.gojappe (Rank 17)2026/08/1761516.7%
スタンプジャンパー (Rank 22)2026/07/1752340.0%
YAMADA (Rank 12)2026/07/1732166.7%

Round openings

Every character

guardG9412.0%
kickK486.1%
evade up into guardG293.7%
evade down into guardG243.1%
guardG into evade up222.8%
evade down into backdash192.4%
guardG into punchP182.3%
guardG into evade down151.9%
guardG into Shita Harite2P121.5%
guardG into Tsuyubarai2P+K111.4%
guardG into throwP+G111.4%
crouch dash back into Zangeki33P101.3%
guardG into crouch101.3%
guardG into throw escape101.3%
Tenchi In'youP+K+G91.1%

215 further openings account for the other 441 rounds.

Counted from 198 of the 243 matches played. The rest were not pulled for openings.

Taka

Career
596–989 · 37.6%
This season
215 matches · 35.8%
Peak rank
24

First hit in 51.7% of 662 rounds. Won 39.5% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: backs off first in 26.7% of rounds, against 11.8% after anything else.
  • After losing a round: waits first in 54.7% of rounds, against 37.9% after winning one.
  • When behind: waits first in 54.4% of rounds, against 41.6% when ahead or level.
  • After opening the round before with “G guard”: opens with “evade up into G guard” in 14.5% of rounds, against 3.0% after anything else.
  • After winning a round: opens with “K kick” in 10.2% of rounds, against 3.8% after losing one.

How is this tested?

guardG8813.3%
kickK487.2%
evade up into guardG294.4%
evade down into guardG223.3%
guardG into evade up213.2%
evade down into backdash182.7%
guardG into punchP172.6%
guardG into Shita Harite2P121.8%
guardG into evade down121.8%
guardG into Tsuyubarai2P+K111.7%
crouch dash back into Zangeki33P101.5%
guardG into throw escape101.5%
evade down into Zangeki33P91.4%
guardG into Aka'oni MidaremageP+K91.4%
guardG into Kumoyaburi4P+K91.4%

165 further openings account for the other 338 rounds.

Counted from 170 of the 215 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
Akira15–23 · 39%4–5 · 44%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.

45 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?

Aoi

Career
94–139 · 40.3%
This season
28 matches · 32.1%
Peak rank
19

First hit in 45.0% of 120 rounds. Won 40.7% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G97.5%
guardG into Oushu Hiji'ate6P+KP75.8%
guardG65.0%
guardG into Tenchi In'youP+K+G54.2%
guardG into down-back punch+kick1P+K43.3%
guardG into throwP+G43.3%
NirentotsuPP into Nirentotsu OuchuPPP32.5%
Shinchuzuki (Deflect)236P+K into Sayo'arashiP+K32.5%
crouch into Kusanagi2K+G32.5%
evade up into throwP+G32.5%
guardG into crouch32.5%
guardG into down, down-back punch+kick21P+K32.5%
guardG into evade down32.5%
Ouda6P+K into Oushu Hiji'ate6P+KP21.7%
Tsukiashibarai1P into Ougimai4P21.7%

48 further openings account for the other 60 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 (15 here; about 0.8 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: 5 of 15 tests hold up
  • Aoi: not tested (too few rounds)