VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

やまだ

  • Kage
  • Jeffry
  • Shun
  • Jean
  • Lau
Career matches2,285
Career win rate53.1%
Round win rate52.1%
Peak rank39
Distinct opponents186
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1745 #599 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

Taka391,88398689752.4%
Kage3227516011558.2%
Jeffry2847341372.3%
Shun2647133427.7%
Lau271913668.4%
Jean26148657.1%

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

1,158 of 1,540 rounds counted

8.8 inputs a second (529 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka9.3558653
Kage8.9534365
Jeffry6.438468
Shun6.639672

By opponent's character

Wolf8.6514123
Akira8.9537111
Jacky9.3558111
Lau9.054070
Jeffry8.651451
Pai9.054069
Brad8.752254
El Blaze8.852754
Kage8.853092
Goh9.255181
Lion8.852648
Aoi8.249260
Lei Fei9.054037
Jean7.846655
Shun8.953257
Sarah8.752151
Eileen8.75203
Vanessa9.959420
Taka9.154611

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

Wolf41192246.3%-5.3
Akira36221461.1%+8.9
Jacky35152042.9%-13.6
Lau31171454.8%+2.2
Jeffry2213959.1%+7.6
Pai22111150.0%+1.1
Brad2114766.7%+10.1
El Blaze21101147.6%-13.0
Kage2112957.1%+2.6
Goh2013765.0%+4.0
Lion2013765.0%+10.3
Aoi168850.0%-11.7
Lei Fei1610662.5%+2.5
Jean159660.0%+9.0
Shun1551033.3%-16.3
Sarah138561.5%+3.3
Eileen125741.7%-1.4
Vanessa75271.4%+12.6
Taka42250.0%-9.9

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Full Fence48291960.4%+7.3
Breakable Full Fence47262155.3%+0.7
Rectangle41212051.2%-3.3
Open40211952.5%-2.4
Single Wall40182245.0%-4.1
Low Fence39231659.0%+5.6
Half Fence34241070.6%+11.8
Octagon33181554.5%-4.9
Breakable Half Fence2391439.1%-12.4
Full Fence and Open23131056.5%+0.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22656.2%55.5%+0.7
No walls11952.1%52.4%-0.3

Walls against open: +1.0 points (95% range -10.8 to +12.9), p 0.865 — 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

nanami.madogiwa (Rank 36)2026/10/1564266.7%
がまぶんた親分 (Rank 36)2026/10/1531233.3%
super-lowdropman (Rank 39)2026/10/1563350.0%
김치 (Rank 24)2026/09/27550100.0%
ankocat2 (Rank 37)2026/09/27550100.0%
kzkm92678 (Rank 37)2026/09/2742250.0%
ミニマム (Rank 42)2026/09/2672528.6%
W_takahashi_LJ (Rank 39)2026/09/0676185.7%
Saibo_season2 (Rank 39)2026/08/2054180.0%
mudanadoryokuzki (Rank 37)2026/08/2054180.0%
interceptor (Rank 40)2026/08/0253260.0%
rocku (Rank 41)2026/08/024040.0%
マーウォ (Rank 38)2026/08/0242250.0%
Source-chaude-Pa (Rank 41)2026/08/0263350.0%
ウシジマ (Rank 36)2026/08/0254180.0%
しょべるん (Rank 38)2026/08/0265183.3%
midori6127 (Rank 30)2026/08/0232166.7%
キネマ (Rank 30)2026/07/2342250.0%
pulpul-pulse (Rank 30)2026/07/23330100.0%
ばねばば (Rank 31)2026/07/0943175.0%
ありがとナス (Rank 27)2026/05/0731233.3%
爆走夢歌 (Rank 36)2026/05/0752340.0%
okinawa_39 (Rank 41)2026/05/0763350.0%
るりじゃいき (Rank 38)2026/04/1951420.0%
striker0123 (Rank 28)2026/04/1253260.0%

Round openings

Every character

backdash into evade down17412.3%
crouch dash forward into throw escape906.4%
crouch dash forward into evade down694.9%
Shita Harite2P543.8%
backdash into evade up443.1%
backdash into Kachi'age33P+K433.0%
backdash into punchP392.8%
forward movement into punchP392.8%
crouch dash forward into guardG362.5%
crouch dash forward into punchP312.2%
backdash into Hagakure-ryu In Raijingeki46P+K251.8%
backdash into Nakageri3K191.3%
evade up into forward dash171.2%
Hiji'ate6P151.1%
backdash into Aka'oni MidaremageP+K130.9%

266 further openings account for the other 708 rounds.

Counted from 354 of the 388 matches played. The rest were not pulled for openings.

Taka

Career
986–897 · 52.4%
This season
233 matches · 49.8%
Peak rank
39

First hit in 47.8% of 780 rounds. Won 56.0% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 50.8% of rounds, against 30.4% in their other rounds.
  • Against Pai: waits first in 16.1% of rounds, against 3.8% against everyone else.
  • On Rectangle stages: evades first in 26.8% of rounds, against 10.3% on the other stages.
  • After opening the round before by moving in: moves in first in 43.2% of rounds, against 21.5% after anything else.
  • In round 4 or later: opens with “2P Shita Harite” in 14.4% of rounds, against 4.1% in their other rounds.

How is this tested?

backdash into evade down8310.4%
crouch dash forward into throw escape8210.3%
crouch dash forward into evade down627.8%
Shita Harite2P546.8%
backdash into Kachi'age33P+K435.4%
crouch dash forward into punchP243.0%
forward movement into punchP232.9%
backdash into punchP202.5%
crouch dash forward into guardG202.5%
evade up into forward dash172.1%
Hiji'ate6P151.9%
backdash into Aka'oni MidaremageP+K131.6%
crouch dash forward into Kumoyaburi4P+K131.6%
kickK111.4%
Zangeki33P101.3%

117 further openings account for the other 304 rounds.

Counted from 199 of the 233 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
Jacky3–8 · 27%2–3 · 40%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.

34 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?

Kage

Career
160–115 · 58.2%
This season
103 matches · 67.0%
Peak rank
32

First hit in 51.2% of 404 rounds. Won 62.3% of the rounds they struck first, 53.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down8520.9%
backdash into evade up307.4%
backdash into Hagakure-ryu In Raijingeki46P+K256.2%
backdash into Nakageri3K194.7%
backdash into punchP184.4%
backdash into Rasen4P133.2%
Hiji'uchi6P112.7%
backdash into Hiji'uchi6P82.0%
backdash into SouhajinP+K82.0%
backdash into Tsumujigeri2K+G82.0%
backdash into Furikakato OtoshiK+G71.7%
crouch dash forward into Hiji'uchi6P71.7%
backdash into Jizuridan2P61.5%
backdash into ResshouPP61.5%
crouch dash forward into evade down61.5%

71 further openings account for the other 149 rounds.

Jeffry

Career
34–13 · 72.3%
This season
29 matches · 69.0%
Peak rank
28

First hit in 47.6% of 124 rounds. Won 66.1% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG129.6%
forward movement into punchP108.0%
guardG64.8%
Middle Hell Stab6P+K43.2%
backdash into evade up43.2%
Full Swing Upper33P into forward movement32.4%
backdash into Overblow Shoulder66P+K32.4%
backdash into Side Kick3K32.4%
crouch dash forward into Low Knuckle2P32.4%
crouch dash forward into Middle Hell Stab6P+K32.4%
crouch dash forward into punchP32.4%
crouch into Side Kick3K32.4%
evade down into Hell Dunk Hammer214P+K32.4%
evade down into guardG32.4%
Full Swing Double Hammer41236P+K21.6%

49 further openings account for the other 60 rounds.

Shun

Career
13–34 · 27.7%
This season
19 matches · 21.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP811.0%
crouch dash back into Tenshin Souchushou6P+K79.6%
offensive move68.2%
Haisenchu1P34.1%
crouch into Gyou'in Haishu3P34.1%
crouch into Haisenchu1P34.1%
Haisenchu1P into backward movement22.7%
Haisenchu1P into guardG22.7%
Tanhi ChougekiK+G22.7%
crouch dash forward into guardG22.7%
evade down into Kasen Zenbokushou6PP22.7%
forward movement into punchP22.7%
guardG into Haisenchu1P22.7%
Fukuchougeki2P into Saishu RenkangekiPPP11.4%
Getsuga Gakushu46P into Rensai Gakushu46PP11.4%

27 further openings account for the other 27 rounds.

Jean

Career
8–6 · 57.1%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down538.5%
backdash into Chudan Mawashigeri3K215.4%
crouch dash forward into throw escape215.4%
backdash into evade up17.7%
crouch dash forward into Harai'uke (Deflect)4P+K+G17.7%
crouch dash forward into Tate'enpi33P17.7%
guardG into evade down17.7%

Lau

Career
13–6 · 68.4%
This season
1 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fukko Kensou1P240.0%
crouch dash forward into guardG120.0%
forward dash into evade down120.0%
guardG into Fukko Kensou1P120.0%

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 (30 here; about 1.5 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: 5 of 15 tests hold up
  • Kage: 0 of 15 tests hold up
  • Jeffry: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lau: not tested (too few rounds)