VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

飛車『ROOK』

  • Shun
  • Lion
  • Brad
  • Akira
  • Lei Fei
Career matches1,008
Career win rate71.6%
Round win rate53.8%
Peak rank36
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1701 #802 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

Taka363042337176.6%
Lion322401677369.6%
Shun30144954966.0%
Brad31120843670.0%
Jacky—90622868.9%
Akira2967531479.1%
Aoi—38231560.5%
Lei Fei26550100.0%

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

291 of 301 rounds counted

6.2 inputs a second (374 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.438596
Lion6.136889
Brad5.935458
Akira6.639423
Lei Fei6.237225

By opponent's character

Lion5.935376
Lei Fei6.237162
Jacky6.539238
Jeffry6.539335
Shun6.639536
Akira6.438215
Dural6.036111
Pai5.43247
Brad5.03025
Sarah7.04223
Vanessa6.53903

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

Lion2041620.0%-20.1
Lei Fei159660.0%+7.7
Jacky10100100.0%+34.7
Jeffry108280.0%+16.0
Shun93633.3%-29.9
Akira62433.3%+4.8
Dural32166.7%-14.6
Pai220100.0%+26.4
Brad1010.0%-42.1
Sarah110100.0%+5.5
Vanessa110100.0%+2.0

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 Full Fence134930.8%-17.4
Single Wall128466.7%+23.5
Low Fence102820.0%-18.1
Full Fence95455.6%-6.2
Half Fence73442.9%-16.8
Open76185.7%+32.1
Rectangle75271.4%-1.2
Full Fence and Open54180.0%+3.7
Breakable Half Fence440100.0%+46.7
Octagon41325.0%-33.6

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
Walls4450.0%56.9%-6.9
No walls2955.2%45.3%+9.9

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

Saago_65 (Rank 32)2026/09/1831233.3%
Lorcan (Rank 33)2026/09/1832166.7%
Kamille★修正パンチ (Rank 45)2026/09/184040.0%
ziza (Rank 24)2026/09/1832166.7%
brogasaurusrex (Rank 33)2026/09/18220100.0%
Demonell (Rank 25)2026/09/1876185.7%
cooladdy123 (Rank 25)2026/09/18220100.0%
neoslayer92 (Rank 41)2026/07/15120120.0%
T.TV/MissLilium (Rank 29)2026/07/0231233.3%
Espiro (Rank 27)2026/07/024040.0%
SkirrAme (Rank 24)2026/07/02220100.0%
Kingheim (Rank 43)2026/07/022020.0%
speedymat (Rank 27)2026/07/02220100.0%
ReneeZelwegger (Rank 36)2026/07/021010.0%
CoolerTails (Rank 35)2026/07/02104640.0%
KR3D-__- (Rank 22)2026/06/30220100.0%
Wysterical (Rank 24)2026/06/30440100.0%
Psilo (Rank 23)2026/06/30110100.0%
MoKrillYourself (Rank 2)2026/06/29110100.0%
E-P_Congroo (Rank 26)2026/06/29110100.0%
Valthiel (Rank 30)2026/06/29330100.0%
tkdroyalz (Rank 26)2026/06/29110100.0%
DelTaco (Rank 28)2026/06/29220100.0%
hrono04 (Rank 6)2026/06/28110100.0%
quakehollow (Rank 25)2026/06/28220100.0%

Round openings

Every character

punchP3612.0%
offensive move155.0%
punchP into Souji SenpuP+K134.3%
Haisenchu1P into Haisenchu Kaikakyaku1PK103.3%
Senkyutai1K103.3%
backdash into evade up103.3%
punchP into RengekiPP82.7%
Juchou Senshou8P+K72.3%
crouch dash forward into guardG72.3%
crouch into Fukuchougeki2P62.0%
punchP into Chougeki RigoutaiPK62.0%
kickK51.7%
no input51.7%
punchP into Koushu RensuiPP51.7%
punchP into kickK51.7%

107 further openings account for the other 153 rounds.

Shun

Career
95–49 · 66.0%
This season
25 matches · 56.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move1111.5%
Haisenchu1P into Haisenchu Kaikakyaku1PK1010.4%
punchP99.4%
punchP into RengekiPP88.3%
crouch into Fukuchougeki2P66.2%
punchP into Chougeki RigoutaiPK66.2%
crouch dash forward into guardG44.2%
backdash into evade up33.1%
backdash into offensive move33.1%
Fukuchougeki2P22.1%
backdash into backward movement22.1%
crouch dash back22.1%
no input22.1%
punchP into evade down22.1%
Getsuga Gakushu46P into Rensai Gakushu46PP11.0%

25 further openings account for the other 25 rounds.

Lion

Career
167–73 · 69.6%
This season
22 matches · 45.5%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Souji SenpuP+K1314.6%
punchP1112.4%
Senkyutai1K1011.2%
Juchou Senshou8P+K77.9%
punchP into Koushu RensuiPP55.6%
Koushu RensuiPP into Renkan SenshouPPP44.5%
Koushu RensuiPP into Rensui SoushuPPP+K44.5%
kickK44.5%
Taizan Soukoushu4P+K33.4%
backdash into evade up22.2%
kickK into RensentaiKK22.2%
punchP into backdash22.2%
Banchu6P11.1%
Senputai8K into kickK11.1%
Touku Gekishou9P11.1%

19 further openings account for the other 19 rounds.

Brad

Career
84–36 · 70.0%
This season
17 matches · 35.3%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP813.8%
Destruction Body3P+K46.9%
Destruction Body3P+K into Dtee Sawk Lang3P+KP46.9%
offensive move46.9%
backdash into evade up35.2%
crouch into Sit Jab2P35.2%
backdash into Sway Back4P+K+G23.5%
backdash into throw escape23.5%
crouch dash forward into guardG23.5%
punchP into forward dash23.5%
punchP into forward movement23.5%
punchP into kickK23.5%
Destruction Body3P+K into punchP11.7%
Elbow Hook6P11.7%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK11.7%

17 further openings account for the other 17 rounds.

Lei Fei

Career
5–0 · 100.0%
This season
6 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP520.0%
backdash into evade up28.0%
backward movement into Kochouheki (Deflect)236P+K28.0%
Chutenhou3P into punch+kick+guardP+K+G14.0%
Fukusoushou2P into forward movement14.0%
Kochouheki (Deflect)236P+K14.0%
Niki Bunkyaku9K14.0%
Sayu ShoukenPP into Renkan MahosuiPPP14.0%
SokutankyakuK+G into Shishi DaichoukouK+GP14.0%
Souhikyaku9K+G14.0%
backdash14.0%
backdash into Kaisei Tento1P+K14.0%
evade down into guardG14.0%
forward dash into evade up14.0%
guardG into crouch dash back14.0%

4 further openings account for the other 4 rounds.

Akira

Career
53–14 · 79.1%
This season
6 matches · 100.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P313.0%
no input28.7%
punchP28.7%
Ekishou3P into backward movement14.3%
Kaikyusei4P into Sayu Kaikyu4PP14.3%
Senzankou66P+K14.3%
Senzankou66P+K into throwP+G14.3%
crouch dash back into kickK14.3%
crouch dash forward into Souka Housui3P+K14.3%
crouch dash forward into guardG14.3%
crouch into Housui2P14.3%
evade up14.3%
evade up into Satei3K+G14.3%
evade up into Souka Housui3P+K14.3%
evade up into backward movement14.3%

4 further openings account for the other 4 rounds.

Taka

Career
233–71 · 76.6%
This season
2 matches · 0.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shita Harite2P220.0%
evade down into Hiji'ate6P220.0%
backward movement into Sokubi Otoshi41236P110.0%
crouch dash forward into throw escape110.0%
evade up into crouch110.0%
kickK110.0%
punchP110.0%
punchP into Kumoyaburi4P+K110.0%

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

  • Shun: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Taka: not tested (too few rounds)