VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

hsmc

Career matches1,798
Career win rate61.4%
Round win rate51.3%
Peak rank37
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1706 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

Taka371,24072151958.1%
Pai—36223912366.0%
Jeffry—1961445273.5%

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

168 of 187 rounds counted

10.5 inputs a second (629 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka10.5629168

By opponent's character

Jacky10.663330
Kage10.160629
Akira10.764424
Aoi11.065917
Jean10.763917
Pai9.959411
Brad10.36188
Goh10.66339
Vanessa10.76398
Dural10.66343
Jeffry9.85864
Lei Fei10.36205
Sarah11.36803

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

Jacky114736.4%-15.9
Kage73442.9%-5.5
Akira64266.7%+19.2
Aoi42250.0%+0.3
Jean42250.0%+3.8
Pai31233.3%-12.2
Brad21150.0%-5.1
Goh220100.0%+40.7
Vanessa21150.0%+5.4
Dural110100.0%+39.8
Jeffry1010.0%-36.6
Lei Fei1010.0%-53.6
Sarah110100.0%+56.4

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

Low Fence127558.3%+10.3
Rectangle105550.0%+4.7
Full Fence61516.7%-32.9
Half Fence54180.0%+32.5
Single Wall42250.0%-3.0
Breakable Half Fence21150.0%+3.4
Open21150.0%-7.0
Breakable Full Fence1010.0%-53.9
Octagon1010.0%-41.1

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
Walls2544.0%47.1%-3.1
No walls1855.6%51.9%+3.7

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

hattori1357 (Rank 36)2026/10/1642250.0%
xu.simon29 (Rank 35)2026/10/1621150.0%
沼男(ヌマヲ) (Rank 35)2026/10/16110100.0%
kantoku0219 (Rank 36)2026/10/1631233.3%
アドリブ使い (Rank 38)2026/10/161010.0%
guigui8393 (Rank 36)2026/10/1632166.7%
じゃんぬ兄(公認) (Rank 37)2026/10/1621150.0%
おこげ (Rank 37)2026/10/1631233.3%
ワッパ (Rank 35)2026/10/0421150.0%
Re:Biz (Rank 36)2026/10/041010.0%
danimura (Rank 35)2026/10/04330100.0%
あをゐ (Rank 35)2026/10/0421150.0%
RUSH (Rank 37)2026/10/04110100.0%
五寸釘くん (Rank 34)2026/09/2731233.3%
★闘将拉麵男★ (Rank 40)2026/09/271010.0%
ニトロ (Rank 33)2026/09/27220100.0%
Koutei (Rank 33)2026/09/27110100.0%
エリオ (Rank 37)2026/09/2721150.0%
タカユキお兄ちゃん/takayuki_vf (Rank 36)2026/09/271010.0%
しょくにんマン (Rank 39)2026/08/241010.0%
ぶーん (Rank 35)2026/08/24220100.0%
DJG10159 (Rank 36)2026/04/092020.0%
ラーメソマソ (Rank 45)2026/03/262020.0%

Round openings

Taka

Career
721–519 · 58.1%
This season
45 matches · 48.9%
Peak rank
37

First hit in 53.1% of 111 rounds. Won 50.9% of the rounds they struck first, 57.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P into Morote Tsuppari66PP54.5%
forward dash into Kumoyaburi4P+K54.5%
forward movement into Tsuppari 3PPP54.5%
backdash into Ao'oni Midaremage214P+K43.6%
forward dash into evade up43.6%
Shita Harite2P32.7%
backdash into Kachi'age33P+K32.7%
backdash into evade up32.7%
evade up into crouch dash forward32.7%
forward dash into Kachi'age33P+K32.7%
forward dash into Morote Tsuppari66PP32.7%
forward dash into Morotezuki66P32.7%
forward movement into punchP32.7%
Zangeki33P into punchP21.8%
backdash into Aka'oni MidaremageP+K21.8%

48 further openings account for the other 60 rounds.

Counted from 27 of the 45 matches played. The rest 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Taka: not tested (too few rounds)