VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

5

  • Wolf
  • Vanessa
Career matches3,584
Career win rate60.5%
Round win rate55.4%
Peak rank43
Distinct opponents142
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1918 #105 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

Taka433,0731,8451,22860.0%
Wolf3833820713161.2%
Vanessa361731165767.0%

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

1,253 of 1,924 rounds counted

10.4 inputs a second (624 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka10.56321,090
Wolf9.5572145
Vanessa9.859018

By opponent's character

Kage10.2611154
Akira10.8649122
Pai10.4622166
Jacky10.562992
Brad10.2612114
Lau10.562874
Wolf10.764369
Lei Fei10.562875
Lion10.462663
Sarah10.764132
Jeffry9.959333
Shun9.758160
Vanessa10.362160
Jean11.065831
Aoi10.965515
El Blaze9.959419
Eileen9.65738
Goh10.563126
Dural10.059918
Taka11.569122

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

Kage55352063.6%+4.5
Akira48331568.8%+9.6
Pai44261859.1%+0.2
Jacky3325875.8%+10.7
Brad31181358.1%-4.8
Lau31151648.4%-14.8
Wolf31181358.1%-1.7
Lei Fei30131743.3%-12.4
Lion2923679.3%+19.7
Sarah2112957.1%-7.8
Jeffry2011955.0%-14.6
Shun1912763.2%+7.3
Vanessa1913668.4%+5.0
Jean146842.9%-20.7
Aoi126650.0%-13.6
El Blaze128466.7%+2.6
Eileen75271.4%+7.4
Goh74357.1%-8.2
Dural53260.0%+4.4
Taka54180.0%+12.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Half Fence57372064.9%+1.6
Breakable Half Fence56322457.1%-0.8
Open55332260.0%-3.3
Rectangle51302158.8%-1.2
Breakable Full Fence49301961.2%+0.4
Full Fence46301665.2%+3.4
Low Fence42231954.8%-5.8
Octagon42311173.8%+10.9
Single Wall38231560.5%-1.4
Full Fence and Open22101245.5%-15.4

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
Walls30163.1%61.3%+1.9
No walls13558.5%61.7%-3.2

Walls against open: +5.0 points (95% range -5.6 to +15.7), p 0.355 — 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

k-wofs (Rank 42)2026/10/04179852.9%
愛蒔らぶり (Rank 42)2026/09/24128466.7%
こまがわ (Rank 40)2026/09/2465183.3%
堂島様 (Rank 43)2026/09/241971236.8%
lesser-pram7 (Rank 41)2026/09/2420101050.0%
jinmenusagi (Rank 43)2026/09/231710758.8%
Osamu_0303 (Rank 38)2026/09/2252340.0%
デビブル (Rank 42)2026/09/1395455.6%
毎度♪ (Rank 42)2026/08/3084450.0%
ヤートン (Rank 40)2026/08/2364266.7%
デネ (Rank 42)2026/08/23139469.2%
Fibonacci (Rank 41)2026/08/2375271.4%
ラッキーボーイ (Rank 39)2026/08/2363350.0%
ひじひじくん (Rank 41)2026/08/2252340.0%
せろり☆ (Rank 43)2026/07/1483537.5%
ふかふか (Rank 38)2026/07/0698188.9%
おかし (Rank 41)2026/07/0651420.0%
interceptor (Rank 39)2026/06/071110190.9%
パパ (Rank 40)2026/05/3164266.7%
banjar (Rank 39)2026/05/3154180.0%
hikabun (Rank 37)2026/05/1153260.0%
onigiryy_14 (Rank 35)2026/05/1164266.7%
rocku (Rank 40)2026/05/0496366.7%
こば次狼/covajiro (Rank 41)2026/04/2054180.0%
どらうるふ (Rank 41)2026/04/1964266.7%

Round openings

Every character

forward movement into punchP1296.7%
kickK985.1%
evade down into Morotezuki66P864.5%
backdash into evade up804.2%
crouch dash forward into throw escape804.2%
Shita Harite2P into backdash583.0%
evade up into throw escape573.0%
evade up into crouch dash forward562.9%
crouch dash forward into guardG552.9%
backdash into throw escape512.6%
evade down into crouch dash forward492.5%
Shita Harite2P into throwP+G452.3%
evade down into throw escape351.8%
Shita Harite2P291.5%
Shita Harite2P into forward dash291.5%

285 further openings account for the other 991 rounds.

Taka

Career
1,845–1,228 · 60.0%
This season
363 matches · 63.4%
Peak rank
43

First hit in 46.5% of 1,463 rounds. Won 58.5% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 28.0% of rounds, against 20.7% in their other rounds.
  • Against Kage: evades first in 36.3% of rounds, against 20.7% against everyone else.
  • On Full Fence stages: backs off first in 25.0% of rounds, against 15.8% on the other stages.
  • After opening the round before by backing off: backs off first in 30.4% of rounds, against 12.7% after anything else.
  • After losing a round: evades first in 26.2% of rounds, against 17.4% after winning one.
  • When behind: evades first in 28.8% of rounds, against 19.0% when ahead or level.
  • In round 1: opens with “evade down into 66P Morotezuki” in 10.7% of rounds, against 4.2% in their other rounds.
  • Against Wolf: opens with “crouch dash forward into throw escape” in 14.9% of rounds, against 3.1% against everyone else.
  • On Octagon stages: opens with “crouch dash forward into throw escape” in 9.5% of rounds, against 3.6% on the other stages.
  • After winning a round: opens with “forward movement into P punch” in 10.2% of rounds, against 5.1% after losing one.
  • When behind: opens with “backdash into evade up” in 7.0% of rounds, against 3.3% when ahead or level.

How is this tested?

forward movement into punchP1107.5%
kickK986.7%
evade down into Morotezuki66P865.8%
backdash into evade up654.4%
crouch dash forward into throw escape604.1%
Shita Harite2P into backdash583.9%
evade up into crouch dash forward483.3%
evade up into throw escape473.2%
Shita Harite2P into throwP+G453.1%
crouch dash forward into guardG453.1%
evade down into crouch dash forward402.7%
backdash into throw escape362.5%
evade down into throw escape312.1%
Shita Harite2P292.0%
Shita Harite2P into forward dash292.0%

161 further openings account for the other 644 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage17–13 · 57%12–0 · 100%too few to test
Pai19–9 · 68%5–6 · 45%too few to test
Akira22–6 · 79%2–0 · 100%too few to test
Brad9–5 · 64%6–5 · 55%too few to test
Jacky10–3 · 77%9–4 · 69%too few to test
Wolf10–9 · 53%5–1 · 83%too few to test
Lau7–8 · 47%2–5 · 29%too few to test
Lei Fei9–8 · 53%2–4 · 33%too few to test
Lion8–3 · 73%7–2 · 78%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.

How is this tested?

Wolf

Career
207–131 · 61.2%
This season
89 matches · 50.6%
Peak rank
38

First hit in 46.2% of 366 rounds. Won 52.1% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

  • On Breakable Full Fence stages: backs off first in 43.9% of rounds, against 14.1% on the other stages.
  • After winning a round: attacks straight away in 34.0% of rounds, against 19.1% after losing one.

How is this tested?

crouch dash forward into throwP+G205.4%
crouch dash forward into throw escape205.4%
forward movement into punchP195.1%
backdash into evade up154.0%
backdash into throw escape154.0%
forward movement into Low Hammer2P154.0%
Low Hammer2P into throwP+G143.8%
Low Hammer2P113.0%
Low Hammer2P into backdash102.7%
crouch dash forward into guardG102.7%
evade up into throw escape102.7%
forward dash into Low Drop Kick62K102.7%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K92.4%
backdash into Mow Down Chop1P+K92.4%
evade down into crouch dash forward92.4%

89 further openings account for the other 177 rounds.

Vanessa

Career
116–57 · 67.0%
This season
21 matches · 71.4%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into evade up56.0%
Defensive Style: forward movement into punchP56.0%
Offensive Style: backdash into evade up56.0%
Defensive Style: crouch into Stinger Low Blow1P+K44.8%
Defensive Style: evade down into crouch dash forward44.8%
Defensive Style: forward dash into evade up44.8%
Offensive Style: forward dash into evade up44.8%
Offensive Style: evade up into crouch dash forward33.6%
Defensive Style: Sit Jab22.4%
Defensive Style: Sit Jab into forward movement22.4%
Defensive Style: crouch into Sit Jab2P22.4%
Defensive Style: evade down into Ducking Body Blow66P22.4%
Defensive Style: forward movement into Sit Jab2P22.4%
Offensive Style: backdash into punchP22.4%
Defensive Style: Bone Crush Middle into crouch11.2%

37 further openings account for the other 37 rounds.

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 (27 here; about 1.4 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: 11 of 16 tests hold up
  • Wolf: 2 of 11 tests hold up
  • Vanessa: not tested (too few rounds)