VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

zan_srz

  • Lion
  • Kage
  • Jacky
  • Shun
  • Aoi
  • Jean
Career matches1,326
Career win rate72.8%
Round win rate55.2%
Peak rank39
Distinct opponents74
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1761 #506 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

Taka3959140618568.7%
Shun301721185468.6%
Jacky311641234175.0%
Kage311471113675.5%
Lion321441152979.9%
Aoi307566988.0%
Jean263327681.8%

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

418 of 654 rounds counted

8.8 inputs a second (528 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.8526325
Lion8.953531
Kage8.248917
Jacky9.053924
Shun9.556921

By opponent's character

Sarah8.953314
Akira8.752235
Wolf8.450145
Kage9.154657
El Blaze9.355626
Jacky8.450324
Jeffry8.249024
Lau8.651645
Shun10.261512
Vanessa9.355930
Goh8.048012
Aoi8.953414
Brad8.551216
Lion9.456418
Dural8.651612
Pai8.95355
Taka9.556712
Eileen8.04788
Lei Fei9.05419

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

Sarah2012860.0%-0.1
Akira156940.0%-18.3
Wolf1512380.0%+16.8
Kage141137.1%-55.9
El Blaze119281.8%+32.1
Jacky117463.6%+6.2
Jeffry118372.7%+9.6
Lau118372.7%+10.3
Shun97277.8%+10.0
Vanessa86275.0%+5.2
Goh75271.4%+2.4
Aoi64266.7%+13.1
Brad550100.0%+41.0
Lion52340.0%-19.7
Dural31233.3%-8.9
Jean330100.0%+50.9
Pai31233.3%-30.0
Taka3030.0%-53.7
Eileen220100.0%+36.6
Lei Fei2020.0%-65.2

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 Fence2113861.9%+4.1
Single Wall21101147.6%-10.3
Breakable Half Fence1910952.6%-14.8
Octagon1811761.1%-7.2
Half Fence1714382.3%+23.2
Rectangle1711664.7%+8.9
Full Fence and Open128466.7%+5.7
Open123925.0%-31.2
Breakable Full Fence97277.8%+24.8
Full Fence64266.7%+3.3

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
Walls8666.3%62.1%+4.1
No walls5448.1%56.7%-8.5

Walls against open: +12.7 points (95% range -6.3 to +31.6), p 0.190 — 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

たたみん♪ (Rank 40)2026/10/1641325.0%
ゼータ(MSZ-006) (Rank 36)2026/10/1021150.0%
たつや (Rank 40)2026/10/0752340.0%
Garuyan (Rank 29)2026/10/02220100.0%
ぬっき~@ (Rank 36)2026/10/02220100.0%
kzkm92678 (Rank 35)2026/10/0232166.7%
LEO (Rank 35)2026/09/28330100.0%
NORESPECT (Rank 35)2026/09/18660100.0%
ぼっさん (Rank 34)2026/08/2576185.7%
ハンニャ (Rank 39)2026/08/252020.0%
MIGHT (Rank 41)2026/07/032020.0%
おかし (Rank 33)2026/06/2751420.0%
aona (Rank 35)2026/06/0932166.7%
ヘニオ (Rank 32)2026/06/0642250.0%
かつぞう@LivingOnTheEdge (Rank 29)2026/06/0643175.0%
ふかふか (Rank 36)2026/06/0671614.3%
interceptor (Rank 41)2026/05/2731233.3%
fwnd1396 (Rank 32)2026/05/27440100.0%
家庭内最弱の剛君 (Rank 27)2026/05/13330100.0%
お~ちゃん (Rank 34)2026/05/0673442.9%
イイダ (Rank 27)2026/05/0654180.0%
syounai (Rank 27)2026/04/302020.0%
入れ込むかもしれない (Rank 29)2026/04/02220100.0%
Ruok? (Rank 28)2026/03/27220100.0%
avr_x2300w (Rank 28)2026/03/2753260.0%

Round openings

Every character

forward movement into punchP7913.5%
backdash into guardG305.1%
guardG into punchP305.1%
backdash into evade down233.9%
backdash into punchP233.9%
punchP233.9%
backdash into throw escape223.8%
backdash into backward movement213.6%
punchP into Hiji'ate6P152.6%
punchP into throw escape152.6%
Juchou Senshou8P+K into forward dash142.4%
guardG122.0%
guardG into throw escape111.9%
guardG into evade down91.5%
punchP into forward dash91.5%

135 further openings account for the other 250 rounds.

Counted from 147 of the 164 matches played. The rest were not pulled for openings.

Taka

Career
406–185 · 68.7%
This season
96 matches · 58.3%
Peak rank
39

First hit in 54.0% of 315 rounds. Won 57.1% of the rounds they struck first, 55.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 59.5% of rounds, against 14.5% in their other rounds.
  • After winning a round: moves in first in 23.4% of rounds, against 4.6% after losing one.
  • When behind: backs off first in 47.8% of rounds, against 27.1% when ahead or level.
  • In round 1: opens with “forward movement into P punch” in 48.1% of rounds, against 8.7% in their other rounds.

How is this tested?

forward movement into punchP5918.4%
guardG into punchP257.8%
punchP175.3%
backdash into punchP165.0%
punchP into Hiji'ate6P154.7%
backdash into throw escape144.4%
backdash into evade down134.1%
punchP into throw escape123.8%
guardG into throw escape103.1%
backdash into guardG92.8%
Hiji'ate6P82.5%
backdash into Kirikabu Kudaki1P+K82.5%
guardG into evade down82.5%
backdash into Shita Harite2P61.9%
punchP into forward dash61.9%

46 further openings account for the other 94 rounds.

Counted from 79 of the 96 matches played. The rest were not pulled for openings.

Lion

Career
115–29 · 79.9%
This season
25 matches · 64.0%
Peak rank
32

First hit in 38.2% of 102 rounds. Won 61.5% of the rounds they struck first, 57.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K into forward dash1413.7%
forward movement into punchP1110.8%
backdash into backward movement109.8%
backdash into guardG76.9%
backdash into evade down54.9%
backdash into punchP43.9%
punchP43.9%
backdash into throw escape32.9%
guardG into punchP32.9%
punchP into Banchu6P32.9%
Juchou Senshou8P+K22.0%
backdash into Dantai3K22.0%
backdash into Kousoutai2K+G22.0%
punchP into forward dash22.0%
punchP into throw escape22.0%

28 further openings account for the other 28 rounds.

Kage

Career
111–36 · 75.5%
This season
15 matches · 73.3%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hagakure-ryu In Raijingeki46P+K712.3%
backdash into backward movement58.8%
Kouten63214P35.3%
guardG35.3%
Hiji'uchi6P23.5%
Rasen4P23.5%
Rasen4P into forward dash23.5%
backdash into Hagakure-ryu In Fujingeki46P+KP23.5%
backdash into Nakageri3K23.5%
backdash into Ryubisen44K+G23.5%
backdash into throw escape23.5%
backward movement into Kouten63214P23.5%
Kouten63214P into backdash11.8%
Nakageri3K into guardG11.8%
Rasen4P into backdash11.8%

20 further openings account for the other 20 rounds.

Jacky

Career
123–41 · 75.0%
This season
12 matches · 75.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into forward dash48.5%
backdash into Low Spin Kick1K+G36.4%
backdash into evade down36.4%
backdash into evade up36.4%
backdash into guardG36.4%
forward dash into High Angle Upper Kick6K36.4%
backdash into Beat & Back KnuckleP+KP24.3%
forward movement into punchP24.3%
guardG24.3%
punchP into Jab StraightPP24.3%
punchP into Middle Smash6P24.3%
High Angle Upper Kick6K into forward dash12.1%
Middle Spin Kick46K+G12.1%
Middle Spin Kick46K+G into forward dash12.1%
Squat Straight2P12.1%

14 further openings account for the other 14 rounds.

Shun

Career
118–54 · 68.6%
This season
10 matches · 20.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG719.4%
forward movement into punchP513.9%
Rensai Gakushu46PP into Rengeki Gakushu46PPP25.6%
backdash into backward movement25.6%
backdash into evade down25.6%
backdash into punchP25.6%
backdash into throw escape25.6%
punchP into forward movement25.6%
Gyou'in Haishu3P12.8%
Haisenchu1P12.8%
Kasen Chugeki6P12.8%
Shinho Suikoushu43P+K into RengekiPP12.8%
backdash into Chougeki RigoutaiPK12.8%
backdash into offensive move12.8%
backdash into throwP+G12.8%

5 further openings account for the other 5 rounds.

Aoi

Career
66–9 · 88.0%
This season
4 matches · 75.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG317.6%
Koromoguruma66P into forward dash211.8%
NirentotsuPP into Nirentotsu OuchuPPP211.8%
forward dash into Chudan Hiji'ate6P211.8%
backdash into Kusanagi2K+G15.9%
backdash into evade up15.9%
evade down into guardG15.9%
guardG15.9%
guardG into forward dash15.9%
punchP into Gedan Shouda2P15.9%
punchP into Hou'oushu3P15.9%
punchP into Nirentotsu OuchuPPP15.9%

Jean

Career
27–6 · 81.8%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP228.6%
Nukitesashi6P+K into forward dash114.3%
backdash into Shitanagi Shutou1P114.3%
backdash into Tate'enpi33P114.3%
backdash into punch+kick+guardP+K+G114.3%
backward movement into throw escape114.3%

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Taka: 4 of 12 tests hold up
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Jean: not tested (too few rounds)