VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

eternity4u

  • Kage
  • Aoi
  • Jacky
Career matches4,983
Career win rate53.8%
Round win rate47.3%
Peak rank38
Distinct opponents18
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1744 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

Taka383,4841,8151,66952.1%
Aoi3377642934755.3%
Jacky3148629019659.7%
Goh—136835361.0%
Kage29101643763.4%

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

62 of 131 rounds counted

8.1 inputs a second (484 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Taka8.450628
Kage7.544921
Jacky8.349713

By opponent's character

Jacky8.249315
Lau8.450413
Akira7.545218
Pai8.651611
Brad7.64585

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

Jacky73442.9%-1.7
Lau63350.0%-3.5
Akira440100.0%+78.6
Sarah4040.0%-48.3
Pai32166.7%+21.4
Vanessa3030.0%-31.7
El Blaze21150.0%-8.0
Brad1010.0%-41.4
Lion1010.0%-54.1
Shun110100.0%+57.8

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

Single Wall53260.0%+10.0
Breakable Full Fence42250.0%+22.9
Low Fence41325.0%-16.4
Open440100.0%+64.1
Rectangle4040.0%-37.9
Breakable Half Fence2020.0%-52.6
Half Fence21150.0%-8.0
Octagon220100.0%+52.5
Full Fence1010.0%-29.6
Full Fence and Open1010.0%-41.4

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
Walls1533.3%39.8%-6.4
No walls1361.5%45.5%+16.1

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

幻覚 (Rank 32)2026/08/02220100.0%
Mona (Rank 32)2026/08/02220100.0%
liangliangit (Rank 28)2026/08/02110100.0%
SAMCHAY® (Rank 32)2026/08/021010.0%
さざび (Rank 28)2026/08/02220100.0%
ビルちゃん (Rank 40)2026/08/0231233.3%
へっぽこラウ (Rank 35)2026/08/02330100.0%
竿フェッショナル (Rank 41)2026/08/021010.0%
Tokkovanessa_VF (Rank 41)2026/05/113030.0%
CRY-xxBABYxx (Rank 36)2026/05/111010.0%
ふぇに (Rank 32)2026/05/112020.0%
AVCDMAN (Rank 36)2026/05/112020.0%
爆走夢歌 (Rank 35)2026/03/2921150.0%
小名浜DC (Rank 36)2026/03/292020.0%
たつや (Rank 35)2026/03/292020.0%
송곳 (Rank 35)2026/03/29110100.0%
めっちゃセコいラウ (Rank 39)2026/03/291010.0%
ドランクン//Konpay (Rank 38)2026/03/29110100.0%

Round openings

Every character

backdash into evade up139.9%
forward movement into punchP96.9%
backdash into Gozougeri4K75.3%
forward dash into throwP+G53.8%
backdash into evade down43.0%
backdash into kickK43.0%
forward dash into evade down43.0%
Morotezuki66P into Hiji'ate6P32.3%
Zangeki33P into Tsuppari 2PP32.3%
backdash into SouhajinP+K32.3%
forward movement into Tsuppari 3PPP32.3%
guardG into Shita Harite2P32.3%
guardG into evade down32.3%
Shita Harite2P into Marutahiza6K21.5%
Zangeki33P into punchP21.5%

57 further openings account for the other 63 rounds.

Taka

Career
1,815–1,669 · 52.1%
This season
20 matches · 35.0%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1012.1%
backdash into Gozougeri4K78.4%
forward movement into punchP67.2%
backdash into kickK44.8%
Morotezuki66P into Hiji'ate6P33.6%
Zangeki33P into Tsuppari 2PP33.6%
forward movement into Tsuppari 3PPP33.6%
guardG into Shita Harite2P33.6%
guardG into evade down33.6%
Shita Harite2P into Marutahiza6K22.4%
Zangeki33P into punchP22.4%
backdash into throw escape22.4%
crouch into Tsuyubarai 22P+KP22.4%
forward dash into Hiji'ate6P22.4%
forward dash into throwP+G22.4%

28 further openings account for the other 29 rounds.

Kage

Career
64–37 · 63.4%
This season
5 matches · 100.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into SouhajinP+K314.3%
forward dash into throwP+G314.3%
Hiji'uchi6P14.8%
Hiji'uchi6P into forward dash14.8%
Jizuridan2P into forward dash14.8%
backdash into Fusenjin3P14.8%
backdash into Hagakure-ryu In Raijingeki46P+K14.8%
backdash into Kodachinuki4K14.8%
backdash into Nakageri3K14.8%
backdash into Tsumujigeri2K+G14.8%
backdash into evade up14.8%
evade down into backdash14.8%
forward dash into Fusenjin3P14.8%
forward dash into evade down14.8%
forward movement into punchP14.8%

2 further openings account for the other 2 rounds.

Aoi

Career
429–347 · 55.3%
This season
4 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Maegeri3K214.3%
backdash into evade up214.3%
forward dash into evade down214.3%
forward movement into Nirentotsu OuchuPPP214.3%
forward movement into punchP214.3%
Ryoushi43P17.1%
Ryoushi43P into guardG17.1%
backdash into Kusanagi2K+G17.1%
guardG into Oushu Hiji'ate6P+KP17.1%

Jacky

Career
290–196 · 59.7%
This season
3 matches · 66.7%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down323.1%
Middle Smash6P17.7%
Slant Back Knuckle1P into High Angle Upper Kick6K17.7%
backdash into Middle Spin Kick46K+G17.7%
backdash into punchP17.7%
crouch dash forward into Low Spin Kick1K+G17.7%
forward dash17.7%
forward dash into Dash Hammer Kick66K17.7%
forward dash into Middle Smash Sword6PK17.7%
forward dash into Slant Back Knuckle1P17.7%
forward dash into crouch dash forward17.7%

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