VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Taka

TomSavage

  • Lion
  • Kage
Career matches2,019
Career win rate53.2%
Round win rate51.1%
Peak rank30
Distinct opponents78
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1519 #1,881 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

Taka301,66687878852.7%
Lion2733118714456.5%
Kage212291340.9%

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

114 of 1,566 rounds counted

9.2 inputs a second (552 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka9.2552114

By opponent's character

Brad9.355870
Kage9.758310
Akira8.752121
Jean9.255313

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

Brad53223141.5%-14.4
Jacky42231954.8%+4.5
Jeffry39162341.0%-6.5
Lau31112035.5%-13.4
Pai3024680.0%+26.9
Kage29151451.7%+19.1
Sarah28181064.3%-4.9
Lei Fei27101737.0%-15.4
Akira178947.1%-11.1
Aoi156940.0%-14.2
Shun1210283.3%+22.0
Goh118372.7%+14.9
Jean117463.6%-7.3
Vanessa109190.0%+22.1
Eileen95455.6%-4.7
Dural770100.0%+35.2
Lion71614.3%-9.8
El Blaze4040.0%-15.9
Wolf440100.0%+31.2

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 Fence50212942.0%-11.6
Single Wall49282157.1%+1.2
Octagon46232350.0%-3.1
Half Fence44172738.6%-11.2
Breakable Half Fence40251562.5%+4.8
Open40231757.5%+5.4
Rectangle30151550.0%+8.2
Breakable Full Fence28141450.0%-1.4
Full Fence23121152.2%+1.8
Full Fence and Open1715288.2%+21.9

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21150.2%51.0%-0.8
No walls13951.8%53.7%-1.9

Walls against open: +1.1 points (95% range -11.8 to +14.0), p 0.866 — 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

Kingbison (Rank 26)2026/05/2674357.1%
NOS75000 (Rank 27)2026/05/261751229.4%
SteelyJack (Rank 33)2026/05/10102820.0%
Digimon (Rank 27)2026/05/1085362.5%
ulilb1ckard (Rank 26)2026/05/1075271.4%
Based_Ganja (Rank 31)2026/05/101331023.1%
SWAT1107 (Rank 30)2026/05/1064266.7%
Cynuous (Rank 24)2026/05/1083537.5%
DDT (Rank 21)2026/05/1083537.5%
fivey70 (Rank 24)2026/05/10129375.0%
VF31998 (Rank 27)2026/04/2698188.9%
TXLion (Rank 36)2026/04/226060.0%
Bwo (Rank 22)2026/04/2210100100.0%
benzythehero (Rank 10)2026/04/22880100.0%
VectorMan- (Rank 30)2026/04/221221016.7%
PartTimeLoser (Rank 28)2026/04/221441028.6%
CeMoi3333 (Rank 26)2026/04/1887187.5%
Crashing_Blow2003 (Rank 30)2026/04/1853260.0%
PrincesaRaquel (Rank 22)2026/04/1887187.5%
SugarBear (Rank 31)2026/04/10137653.9%
Rthg (Rank 24)2026/04/0663350.0%
dr_curien (Rank 29)2026/04/06134930.8%
Hornzisbadgg (Rank 30)2026/04/0671614.3%
RecurringFoidEffect (Rank 28)2026/04/06148657.1%
DaiAndOh (Rank 27)2026/04/0671614.3%

Round openings

Every character

crouch dash back into evade down1288.2%
crouch dash back into guardG1207.7%
kickK613.9%
Heimonkyaku6K382.4%
crouch dash back into backdash372.4%
punchP322.0%
Hiji'ate6P301.9%
crouch into guardG281.8%
evade down into guardG281.8%
guardG271.7%
Tsuyubarai2P+K231.5%
crouch into Tsuyubarai2P+K221.4%
Aka'oni MidaremageP+K201.3%
crouch dash back into kickK191.2%
crouch dash back into punchP171.1%

373 further openings account for the other 937 rounds.

Taka

Career
878–788 · 52.7%
This season
235 matches · 51.5%
Peak rank
30

First hit in 58.1% of 975 rounds. Won 52.9% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.6% of rounds, against 6.1% in their other rounds.

How is this tested?

crouch dash back into evade down848.6%
crouch dash back into guardG585.9%
kickK555.6%
Hiji'ate6P303.1%
punchP242.5%
Tsuyubarai2P+K232.4%
crouch into Tsuyubarai2P+K222.2%
Aka'oni MidaremageP+K202.0%
evade down into guardG191.9%
guardG181.8%
Yoko Harite4P into Honda Zutsuki4PP+K151.5%
crouch dash back into Kachi'age33P+K151.5%
crouch dash back into backdash151.5%
crouch dash back into kickK151.5%
Kachi'age33P+K into Takatsumehashi3P+K141.4%

194 further openings account for the other 550 rounds.

By stage type

Record against each character on walled and open stages, as Taka

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad5–12 · 29%4–12 · 25%too few to test
Jeffry7–14 · 33%9–9 · 50%too few to test
Jacky10–10 · 50%5–4 · 56%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.

How is this tested?

Lion

Career
187–144 · 56.5%
This season
128 matches · 57.0%
Peak rank
27

First hit in 56.6% of 495 rounds. Won 61.8% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.9% of rounds, against 3.2% in their other rounds.

How is this tested?

crouch dash back into guardG458.9%
crouch dash back into evade down408.0%
Heimonkyaku6K387.5%
crouch dash back into backdash214.2%
Tourou Hassou41236P153.0%
crouch into guardG132.6%
crouch dash back into Heimonkyaku6K122.4%
crouch dash forward into Sen'inshou3P112.2%
crouch dash back into Tanhikyaku46K102.0%
Senshippo66P81.6%
guardG81.6%
punchP81.6%
crouch into Senkyutai1K71.4%
Banchu6P61.2%
Souji SenpuP+K61.2%

151 further openings account for the other 255 rounds.

By stage type

Record against each character on walled and open stages, as Lion

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah7–6 · 54%4–2 · 67%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.

How is this tested?

Kage

Career
9–13 · 40.9%
This season
23 matches · 43.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG1719.5%
crouch dash back into evade down44.6%
evade down into guardG44.6%
Engetsugeri9K+G22.3%
Fusen Renkyaku6K+G22.3%
Hiji'uchi6P22.3%
Hiji'uchi6P into throwP+G22.3%
Nakageri3K into Rasen Fujin3KP22.3%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G22.3%
Senpujin2P+K into down punch+kick+guard2P+K+G22.3%
evade down22.3%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In Kusanagigiri6P11.1%
Hiji'uchi6P into forward punch+kick+guard6P+K+G11.1%
Kodachinuki4K11.1%
Kodachinuki4K into Hagakure-ryu In Shippujin4P+K+G11.1%

42 further openings account for the other 42 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 (29 here; about 1.5 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: 1 of 15 tests hold up
  • Lion: 1 of 14 tests hold up
  • Kage: not tested (too few rounds)