VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Taka

Ze

  • Jacky
  • Kage
Career matches355
Career win rate57.5%
Round win rate39.5%
Peak rank26
Distinct opponents5
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1407 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

Taka2635020414658.3%
Jacky214040.0%
Kage211010.0%

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

86 of 86 rounds counted

9.6 inputs a second (578 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Taka9.456670
Jacky10.56298
Kage10.56318

By opponent's character

Shun9.557360
Akira8.852510
Jacky10.56318
Wolf10.56298

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

Shun1551033.3%+10.4
Akira2020.0%-2.2
Jacky2020.0%-13.5
Wolf2020.0%-8.8

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

Full Fence5050.0%-14.4
Half Fence51420.0%+17.2
Open42250.0%+2.2
Octagon3030.0%-10.1
Rectangle32166.7%+7.2
Breakable Half Fence1010.0%-10.7

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
Walls1717.6%18.1%-0.4
No walls450.0%48.2%+1.8

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

H.P.Starcraft (Rank 27)91811.1%
RoninXRonin (Rank 7)64266.7%
Kaz (Rank 21)2020.0%
interceptor (Rank 40)2020.0%
truckstopchilidog (Rank 22)2020.0%

Most played opponents, most recent first

interceptor (Rank 40)2026/06/162020.0%
Kaz (Rank 21)2026/06/162020.0%
H.P.Starcraft (Rank 27)2026/06/1291811.1%
RoninXRonin (Rank 7)2026/06/1064266.7%
truckstopchilidog (Rank 22)2026/06/102020.0%

Round openings

Every character

punchP55.8%
crouch dash back into evade down44.7%
punchP into Tsuppari 2PP44.7%
backdash into evade down33.5%
crouch into Takatsumehashi3P+K33.5%
evade down33.5%
evade down into Kachi'age33P+K33.5%
Kirikabu Kudaki1P+K into Aka'oni MidaremageP+K22.3%
Kirikabu Kudaki1P+K into Kumoyaburi4P+K22.3%
Tsuppari 2PP into Tsuppari 3PPP22.3%
crouch dash back into Kachi'age33P+K22.3%
crouch dash back into backdash22.3%
evade down into crouch dash forward22.3%
Hagakure-ryu You Jumonji KamaeP+K+G into kickK11.2%
High Angle Upper Kick6K11.2%

47 further openings account for the other 47 rounds.

Taka

Career
204–146 · 58.3%
This season
17 matches · 29.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP57.1%
punchP into Tsuppari 2PP45.7%
backdash into evade down34.3%
crouch dash back into evade down34.3%
crouch into Takatsumehashi3P+K34.3%
evade down34.3%
evade down into Kachi'age33P+K34.3%
Kirikabu Kudaki1P+K into Aka'oni MidaremageP+K22.9%
Kirikabu Kudaki1P+K into Kumoyaburi4P+K22.9%
Tsuppari 2PP into Tsuppari 3PPP22.9%
crouch dash back into Kachi'age33P+K22.9%
crouch dash back into backdash22.9%
evade down into crouch dash forward22.9%
Honda Harite4PP into Honda Kata'ate4PPP11.4%
Kachi'age33P+K into Aka'oni MidaremageP+K11.4%

32 further openings account for the other 32 rounds.

Jacky

Career
0–4 · 0.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High Angle Upper Kick6K112.5%
Spinning KickK+G into Low Spin Kick1K+G112.5%
backdash112.5%
crouch dash back into Squat Straight2P112.5%
crouch dash forward into Lightning Back Knuckle3PPP112.5%
evade down into Dash Hammer Kick66K112.5%
evade down into backward movement112.5%
forward movement into Double Spinning KickKK112.5%

Kage

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hagakure-ryu You Jumonji KamaeP+K+G into kickK112.5%
Jizuridan2P112.5%
crouch dash back into Furikakato OtoshiK+G112.5%
crouch dash back into Fusen Renkyaku6K+G112.5%
crouch dash back into evade down112.5%
evade up into Urasuisha3K+G112.5%
evade up into kickK112.5%
up-forward punch9P into up-forward, up punch98P112.5%

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)
  • Jacky: not tested (too few rounds)
  • Kage: not tested (too few rounds)