VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

KDQBushido

  • Akira
  • Jacky
  • Shun
  • Dural
  • Wolf
Career matches1,874
Career win rate65.8%
Round win rate47.0%
Peak rank42
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1650 #1,049 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

Taka421,03675528172.9%
Akira3358933625357.0%
Jacky33113674659.3%
Shun3376373948.7%
Dural3355371867.3%
Wolf3351420.0%

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

335 of 445 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.4446187
Jacky7.243186
Shun7.846915
Dural7.847033
Taka7.746114

By opponent's character

Jacky7.545278
Akira7.544752
Lau7.142755
Pai8.04798
Jeffry7.846628
Aoi6.840730
Sarah7.947615
Shun7.645722
Lion7.846717
Jean7.746212
Taka6.538711
Brad8.45067

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

Jacky2116576.2%+20.2
Goh1651131.2%-4.0
Akira135838.5%-5.5
Lau1331023.1%-0.5
Pai111109.1%-30.7
Jeffry87187.5%+24.0
Aoi74357.1%+2.4
Sarah63350.0%-20.0
Shun63350.0%+6.7
Lion41325.0%-7.2
Jean31233.3%-8.7
Taka32166.7%+0.8
Brad220100.0%+50.2
El Blaze2020.0%-42.5

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 Fence2181338.1%-3.7
Octagon179852.9%+5.1
Breakable Full Fence1441028.6%-23.3
Rectangle149564.3%+28.9
Full Fence115645.5%+1.0
Half Fence93633.3%-9.5
Single Wall84450.0%-11.5
Full Fence and Open64266.7%+23.4
Low Fence62433.3%-20.6
Open53260.0%+11.1

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
Walls8644.2%44.1%+0.1
No walls1947.4%55.3%-7.9

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

johncha (Rank 21)2026/09/13440100.0%
★SODIUSCHUBZ★ (Rank 5)2026/08/31220100.0%
DEExTHAxGEE (Rank 41)2026/08/306060.0%
LethalLegendK (Rank 29)2026/08/3052340.0%
Crashing_Blow2003 (Rank 30)2026/08/3093633.3%
agprincess (Rank 33)2026/08/3021150.0%
suna19 (Rank 31)2026/08/23330100.0%
AmperfleX (Rank 17)2026/08/2332166.7%
RushdownTurtle(RDT) (Rank 36)2026/08/231851327.8%
TayoTayoTaka (Rank 27)2026/07/2432166.7%
Chris (Rank 36)2026/07/2473442.9%
chaingrabs (Rank 23)2026/07/24110100.0%
seedash (Rank 32)2026/06/29220100.0%
PunkDriftR (Rank 30)2026/06/2453260.0%
johnnydange12 (Rank 24)2026/06/24110100.0%
Hornzisbadgg (Rank 30)2026/06/22220100.0%
RentalAnimator (Rank 41)2026/06/2131233.3%
VF31998 (Rank 31)2026/05/31108280.0%
RetroTobyCEO (Rank 29)2026/05/3165183.3%
SWAT1107 (Rank 29)2026/05/312020.0%
leefung._ (Rank 30)2026/05/311010.0%
Jimi_Claymore_AK (Rank 41)2026/05/3141325.0%
GenesisFrenzy (Rank 34)2026/04/1991811.1%
RareEntity (Rank 33)2026/04/192020.0%
samtheseed (Rank 33)2026/04/122020.0%

Round openings

Every character

backdash into Koboku214P4710.5%
evade down into Rimon Chouchu66P286.2%
guardG235.1%
backdash into Spin Heel Sword4K+G194.2%
backdash into Chouyoushu1P163.6%
Chouyoushu1P143.1%
evade down into Youhou33P143.1%
evade up into Rimon Chouchu66P112.5%
backdash into back kick+guard4K+G102.2%
guardG into evade down92.0%
crouch into Low Spin Kick1K+G81.8%
backdash into Kaikyusei4P61.3%
Rimon Chouchu66P51.1%
Spin Heel Sword4K+G51.1%
crouch into Youzentai2K51.1%

147 further openings account for the other 228 rounds.

Akira

Career
336–253 · 57.0%
This season
68 matches · 44.1%
Peak rank
33

First hit in 50.8% of 258 rounds. Won 49.6% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Koboku214P4717.7%
evade down into Rimon Chouchu66P2810.6%
backdash into Chouyoushu1P166.0%
Chouyoushu1P145.3%
evade down into Youhou33P145.3%
guardG134.9%
evade up into Rimon Chouchu66P114.2%
guardG into evade down72.6%
backdash into Kaikyusei4P62.3%
Rimon Chouchu66P51.9%
crouch into Youzentai2K51.9%
punchP51.9%
Youzentai2K41.5%
forward dash into Jouho Touken6P41.5%
guardG into Chouyoushu1P41.5%

59 further openings account for the other 82 rounds.

Jacky

Career
67–46 · 59.3%
This season
21 matches · 47.6%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G1922.1%
crouch into Low Spin Kick1K+G89.3%
Spin Heel Sword4K+G55.8%
Slide Shuffle (Deflect)4P+K+G44.7%
evade up into Low Spin Kick1K+G44.7%
Beat KnuckleP+K22.3%
Spinning KickK+G22.3%
backdash into Spinning KickK+G22.3%
evade up into Step-in Middle Kick66K+G22.3%
forward dash into guardG22.3%
guardG22.3%
guardG into Low Spin Kick1K+G22.3%
guardG into backdash22.3%
guardG into throw escape22.3%
Beat KnuckleP+K into Beat Spin KickP+KK11.2%

27 further openings account for the other 27 rounds.

Shun

Career
37–39 · 48.7%
This season
11 matches · 27.3%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG512.8%
backdash into Chubu Soutenkyaku66K37.7%
offensive move into Honshin TankaP+K37.7%
evade up into Chubu Soutenkyaku66K25.1%
guardG into evade up25.1%
offensive move25.1%
Koushinhi4P+K+G12.6%
Zensen Soutai2K+G12.6%
Zensen Soutai2K+G into Honshin TankaP+K12.6%
backdash into evade down12.6%
crouch dash back into Haisenchu1P12.6%
crouch dash back into Tenshin Souchushou6P+K12.6%
crouch dash back into Toukyaku6K+G12.6%
crouch into Shoushi Outeki1P+K12.6%
evade down into Chubu Soutenkyaku66K12.6%

13 further openings account for the other 13 rounds.

Dural

Career
37–18 · 67.3%
This season
8 matches · 75.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into back kick+guard4K+G1030.3%
backdash into backward movement26.1%
backdash into guardG26.1%
guardG26.1%
Knee Kick~Kick6KK into Spinning Savate6KKK13.0%
Somersault Kick7K into Somersault Zwei7KK13.0%
backdash into back, back kick+guard44K+G13.0%
backdash into forward, forward kick+guard66K+G13.0%
backward movement into back, forward, forward kick+guard466K+G13.0%
crouch dash back into evade down13.0%
evade down into Dash Hammer Kick66K13.0%
evade down into backdash13.0%
evade up13.0%
evade up into Somersault Zwei7KK13.0%
forward dash into Dragonfish Blow6PP13.0%

6 further openings account for the other 6 rounds.

Taka

Career
755–281 · 72.9%
This season
4 matches · 100.0%
Peak rank
42

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Kumoyaburi4P+K428.6%
Aka'oni MidaremageP+K214.3%
Ao'oni Midaremage214P+K into Aka'oni MidaremageP+K17.1%
Kumoyaburi4P+K into Aka'oni MidaremageP+K17.1%
backdash into Ao'oni Midaremage214P+K17.1%
crouch into Tsuyubarai2P+K17.1%
evade up into Mawashi Harite44P17.1%
guardG17.1%
guardG into Marutahiza6K17.1%
kickK17.1%

Wolf

Career
1–4 · 20.0%
This season
3 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Middle Swing Upper3P+K218.2%
Kenka Kick1K+G19.1%
Kenka Kick1K+G into backward movement19.1%
backdash into One-Hand Reverse Hammer4P+K19.1%
backdash into throwP+G19.1%
backward movement into throw escape19.1%
crouch dash back into backdash19.1%
guardG into Gasp Kneel Palm Bomb6P+K19.1%
guardG into Quick Shoulder66P+K19.1%
guardG into evade down19.1%

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

  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Wolf: not tested (too few rounds)