VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

CRすーぱー福の神

Career matches2,572
Career win rate53.0%
Round win rate47.9%
Peak rank41
Distinct opponents104
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1867 #203 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

Taka412,5721,3621,21053.0%

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

1,357 of 1,410 rounds counted

7.1 inputs a second (424 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka7.14241,357

By opponent's character

Shun7.5447189
Vanessa6.8409144
Jacky7.1428132
Aoi7.1424122
Sarah6.9416112
Kage6.740398
Lau7.344090
Lei Fei7.243382
Lion7.243447
Brad6.941361
Goh6.639645
El Blaze7.243342
Wolf7.041852
Akira7.545342
Jeffry6.840632
Taka6.740231
Pai7.343820
Jean7.645512
Dural6.74004

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

Shun46311567.4%+23.8
Vanessa41132831.7%-8.6
Jacky32171553.1%+1.5
Aoi31171454.8%-3.1
Sarah28111739.3%-9.8
Kage2781929.6%-16.5
Lau23101343.5%+0.8
Lei Fei2012860.0%+13.9
Lion1711664.7%+19.1
Brad167943.8%+0.4
Goh134930.8%-19.9
El Blaze114736.4%-10.7
Wolf117463.6%+10.5
Akira107370.0%+13.9
Jeffry83537.5%-21.1
Taka81712.5%-39.5
Pai52340.0%-16.7
Jean330100.0%+38.4
Dural110100.0%+28.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

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 Wall44251956.8%+9.0
Breakable Half Fence40172342.5%-3.6
Full Fence38191950.0%+2.6
Rectangle36162044.4%-4.6
Low Fence35152042.9%-5.3
Octagon34142041.2%-8.4
Half Fence33201360.6%+12.2
Breakable Full Fence32161650.0%+2.5
Open32151746.9%-1.8
Full Fence and Open179852.9%+3.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21347.9%47.9%-0.0
No walls11149.5%48.4%+1.1

Walls against open: -1.2 points (95% range -13.4 to +11.0), p 0.849 — 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

酔竜功久米仙 (Rank 39)2026/10/1576185.7%
ねっぱ (Rank 43)2026/10/1342250.0%
あむざん (Rank 42)2026/10/12118372.7%
たつや (Rank 40)2026/10/12115645.5%
せろり☆ (Rank 44)2026/10/1291811.1%
Tokkovanessa_VF (Rank 42)2026/09/292371630.4%
マサオ(AO) (Rank 39)2026/09/2941325.0%
ハマラウ (Rank 43)2026/09/1352340.0%
ス~パ~オヤツマ~ン (Rank 41)2026/09/1361516.7%
みんなのたらみ (Rank 41)2026/09/0795455.6%
klkun (Rank 41)2026/09/07127558.3%
たまつばき (Rank 42)2026/09/0661516.7%
なめ (Rank 37)2026/09/0698188.9%
ankocat2 (Rank 39)2026/09/0642250.0%
マハリータまるこ (Rank 40)2026/08/3083537.5%
津古さん (Rank 38)2026/08/3063350.0%
manatsu_7 (Rank 42)2026/08/307070.0%
Bluemoon (Rank 41)2026/08/30104640.0%
P式截拳道こくとう (Rank 41)2026/08/3042250.0%
jean (Rank 43)2026/08/27114736.4%
ゼータ(MSZ-006) (Rank 38)2026/08/2752340.0%
ひかる (Rank 40)2026/08/25107370.0%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 40)2026/08/2454180.0%
乱世の奸雄 (Rank 40)2026/08/174040.0%
おむすび山▲かずkaz_kcj (Rank 40)2026/08/1764266.7%

Round openings

Taka

Career
1,362–1,210 · 53.0%
This season
351 matches · 48.1%
Peak rank
41

First hit in 51.3% of 1,261 rounds. Won 51.0% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 57.6% of rounds, against 42.3% in their other rounds.
  • Against Sarah: backs off first in 36.6% of rounds, against 15.5% against everyone else.
  • In round 1: opens with “crouch dash forward into 33P+K Kachi'age” in 7.0% of rounds, against 2.6% in their other rounds.
  • Against Brad: opens with “crouch dash forward into evade down” in 19.6% of rounds, against 3.0% against everyone else.

How is this tested?

forward movement into punchP22417.7%
backdash into Kumoyaburi4P+K493.9%
crouch dash forward into Kachi'age33P+K473.7%
crouch dash forward into evade down463.6%
Morotezuki66P433.4%
crouch dash forward into guardG372.9%
kickK282.2%
crouch dash forward into Zangeki33P262.1%
crouch dash forward into throwP+G241.9%
guardG into Kumoyaburi4P+K241.9%
crouch dash forward into Chu Tsuppari6P+K221.7%
evade down into guardG221.7%
crouch dash back into Hiji'ate6P191.5%
crouch dash forward into Kirikabu Kudaki1P+K181.4%
guardG181.4%

179 further openings account for the other 616 rounds.

Counted from 316 of the 351 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun20–11 · 65%8–3 · 73%too few to test
Vanessa9–16 · 36%3–10 · 23%too few to test
Aoi8–9 · 47%7–4 · 64%too few to test
Sarah7–11 · 39%2–5 · 29%too few to test
Jacky4–5 · 44%5–6 · 45%too few to test
Lau8–5 · 62%2–7 · 22%too few to test
Kage5–7 · 42%1–5 · 17%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.

35 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

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 (17 here; about 0.9 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: 4 of 17 tests hold up