VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Taka

GKplis

Career matches344
Career win rate54.1%
Round win rate52.8%
Peak rank24
Distinct opponents86
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1311 #3,077 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

Taka2434418615854.1%

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

970 of 970 rounds counted

8.1 inputs a second (486 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.1486970

By opponent's character

Lion7.9474123
Aoi8.4503123
Jacky8.249297
Akira8.148788
Goh8.349862
Sarah8.651665
Lau7.847063
Vanessa8.148546
Lei Fei8.249248
Eileen8.148339
Pai8.551242
El Blaze8.148632
Shun8.249431
Taka6.841025
Jean7.444223
Jeffry7.544919
Wolf7.545018
Kage8.249116
Brad9.255210

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

Lion32122037.5%-26.7
Aoi31181358.1%-1.7
Jacky2617965.4%+5.4
Akira2419579.2%+28.4
Goh1813572.2%+19.7
Sarah167943.8%-11.2
Lau1551033.3%-13.3
Vanessa125741.7%-14.2
Lei Fei112918.2%-23.4
Eileen105550.0%-8.1
Pai104640.0%-20.4
El Blaze85362.5%+10.6
Shun84450.0%+1.2
Taka75271.4%+45.0
Jean53260.0%+11.4
Jeffry52340.0%-6.6
Wolf52340.0%+2.8
Kage440100.0%+44.4
Brad330100.0%+49.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Breakable Full Fence31161551.6%-7.6
Open30171356.7%+7.5
Rectangle29161355.2%+0.0
Octagon28151353.6%+0.5
Half Fence27131448.1%-8.1
Single Wall25141156.0%+3.0
Full Fence2112957.1%+4.5
Breakable Half Fence1811761.1%+0.0
Low Fence1810855.6%+2.9
Full Fence and Open106460.0%+1.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15453.9%55.8%-1.9
No walls7356.2%51.9%+4.3

Walls against open: -6.3 points (95% range -24.0 to +11.5), p 0.489 — 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

chi-yo73 (Rank 21)2026/08/0231233.3%
hahaha (Rank 27)2026/07/3032166.7%
GAMEN_MITENAI (Rank 23)2026/07/294040.0%
missile3pei (Rank 21)2026/07/2985362.5%
Roshimop (Rank 21)2026/07/2932166.7%
nasca-32 (Rank 23)2026/07/2642250.0%
yagi[JP] (Rank 23)2026/07/2532166.7%
chottodakeyo_ (Rank 27)2026/07/2551420.0%
IYO-no-okazu (Rank 22)2026/07/25880100.0%
エブラ (Rank 23)2026/07/2531233.3%
dark-baron (Rank 21)2026/07/25107370.0%
流形 (Rank 14)2026/07/24990100.0%
けつ毛バーガー相場 (Rank 24)2026/07/24104640.0%
ttfour@サラしかできないw (Rank 24)2026/07/2372528.6%
yonchi41 (Rank 21)2026/07/2376185.7%
ASSERT(m_pThink); (Rank 22)2026/07/2386275.0%
Martin1833 (Rank 24)2026/07/2331233.3%
e-muneyoshii (Rank 26)2026/07/23156940.0%
torataro8600 (Rank 24)2026/07/2142250.0%
委員ちょ (Rank 21)2026/07/2132166.7%
nyokki2026 (Rank 8)2026/07/21550100.0%
CHASER (Rank 21)2026/07/2131233.3%
vintage-channel9 (Rank 19)2026/07/20100100.0%
BillionMusic999 (Rank 25)2026/07/2032166.7%
Spongicus (Rank 12)2026/06/11550100.0%

Round openings

Taka

Career
186–158 · 54.1%
This season
250 matches · 54.0%
Peak rank
24

First hit in 58.8% of 959 rounds. Won 55.3% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “33P+K Kachi'age into 3P+K Takatsumehashi” in 6.8% of rounds, against 2.7% in their other rounds.
  • After losing a round: opens with “K kick” in 18.4% of rounds, against 11.4% after winning one.

How is this tested?

kickK13213.4%
Hiji'ate6P525.3%
Kachi'age33P+K into Aka'oni MidaremageP+K394.0%
punchP into throwP+G394.0%
Kachi'age33P+K into Takatsumehashi3P+K373.8%
Sokubi Otoshi41236P373.8%
Kachi'age33P+K353.5%
Morotezuki66P into Morote Tsuppari66PP343.4%
Kachi'age33P+K into Chu Tsuppari6P+K323.2%
Ao'oni Midaremage214P+K272.7%
Kumoyaburi4P+K262.6%
punchP into backdash232.3%
punchP into forward dash232.3%
Takatsumehashi3P+K into Aka'oni MidaremageP+K222.2%
punchP212.1%

118 further openings account for the other 408 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion11–10 · 52%1–7 · 12%too few to test
Aoi10–9 · 53%5–4 · 56%too few to test
Jacky14–8 · 64%3–1 · 75%too few to test
Akira12–2 · 86%5–2 · 71%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?

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 (15 here; about 0.8 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: 2 of 15 tests hold up