VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

3015

  • Eileen
  • Lion
  • Jeffry
  • Shun
Career matches7,930
Career win rate57.7%
Round win rate54.4%
Peak rank43
Distinct opponents261
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1904 #136 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

Taka432,4701,4251,04557.7%
Eileen432,4581,4101,04857.4%
Shun391,15964551455.6%
Lion411,06661545157.7%
Goh—39325314064.4%
Aoi—29017311759.7%
Jeffry3594553958.5%

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

2,381 of 3,954 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.64571,610
Taka7.6457256
Lion7.4446422
Jeffry7.042073
Shun7.947220

By opponent's character

Jacky7.7460249
Jeffry7.8465230
Akira7.5449257
Lau8.2495182
Brad7.3439190
Shun7.3439145
Lion7.6458119
Kage7.5452137
Lei Fei7.3438141
Pai7.7464117
Jean7.745951
El Blaze7.746469
Vanessa7.343895
Sarah7.242973
Wolf7.746456
Goh7.645975
Aoi7.444771
Eileen7.142357
Taka7.444667

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

Jacky102643862.8%+4.0
Jeffry86572966.3%+6.2
Akira82424051.2%-7.8
Lau75373849.3%-1.6
Brad65432266.2%+8.3
Shun63402363.5%+2.1
Lion59243540.7%-13.9
Kage52361669.2%+10.3
Lei Fei52232944.2%-6.7
Pai47291861.7%+4.8
Jean39211853.9%-1.8
El Blaze38152339.5%-7.5
Vanessa38201852.6%-4.0
Sarah37231462.2%-0.8
Wolf35231265.7%+3.1
Goh32201262.5%+9.3
Aoi27171063.0%+1.0
Eileen26121446.1%-12.0
Taka2113861.9%+5.0
Dural2020.0%-46.4

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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 Fence125626349.6%-6.0
Single Wall114724263.2%+8.3
Breakable Half Fence112634956.2%-3.5
Open106614557.5%-0.7
Breakable Full Fence96623464.6%+5.7
Rectangle91474451.6%-7.1
Low Fence89513857.3%-0.4
Full Fence83453854.2%-2.8
Octagon79473259.5%+5.0
Full Fence and Open3526974.3%+13.8

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls58655.6%57.2%-1.6
No walls30959.5%57.1%+2.4

Walls against open: -4.0 points (95% range -10.7 to +2.7), p 0.242 — 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

jinmenusagi (Rank 42)2026/10/1722101245.5%
k-wofs (Rank 42)2026/10/1796366.7%
ikkyusaaan (Rank 41)2026/10/101511473.3%
lesser-pram7 (Rank 41)2026/10/022191242.9%
ATTIME (Rank 40)2026/09/18117463.6%
ふかふか (Rank 38)2026/09/18117463.6%
デビブル (Rank 42)2026/09/15146842.9%
くりたろう (Rank 40)2026/09/11107370.0%
いくお (Rank 44)2026/09/062571828.0%
jikacho-Gigas (Rank 39)2026/08/3124121250.0%
みんなのたらみ (Rank 41)2026/08/29127558.3%
ken1chin (Rank 39)2026/08/28126650.0%
METSURYU (Rank 42)2026/08/25104640.0%
manatsu_7 (Rank 42)2026/08/17125741.7%
누가대통령입에재갈좀. (Rank 39)2026/07/2684450.0%
rocku (Rank 41)2026/07/25149564.3%
シエロJ (Rank 42)2026/07/23104640.0%
ハマラウ (Rank 41)2026/07/22139469.2%
cyomiko (Rank 40)2026/07/21139469.2%
★闘将拉麵男★ (Rank 38)2026/07/11115645.5%
堂島様 (Rank 44)2026/06/02123925.0%
shenron0321 (Rank 42)2026/06/02103730.0%
Aki (Rank 39)2026/05/19106460.0%
omasu_miyazaki (Rank 36)2026/05/1094544.4%
オヴァーイオハザ (Rank 41)2026/04/1998188.9%

Round openings

Every character

backdash into evade down2456.5%
backdash into evade up1814.8%
forward movement into punchP1814.8%
backdash into guardG1534.1%
Goku Shicchi (Interrupt Moves)6P+K+G into Zensou Senpu2K+GK1042.8%
crouch into Shita Harite2P942.5%
backdash into punchP892.4%
crouch dash back into Hiji'ate6P832.2%
crouch dash back into guardG792.1%
forward movement into Enkou RensouPP792.1%
crouch dash forward into guardG691.9%
Douchu6P631.7%
guardG into throw escape631.7%
Kousokuhon7K+G611.6%
Kousokuhon7K+G into guardG561.5%

448 further openings account for the other 2,139 rounds.

Counted from 923 of the 978 matches played. The rest were not pulled for openings.

Eileen

Career
1,410–1,048 · 57.4%
This season
461 matches · 58.1%
Peak rank
43

First hit in 50.6% of 1,748 rounds. Won 57.6% of the rounds they struck first, 52.6% of the rounds they were struck first.

Significant Tells

  • Against Kage: backs off first in 55.7% of rounds, against 39.2% against everyone else.
  • On Rectangle stages: moves in first in 39.2% of rounds, against 17.9% on the other stages.
  • After winning a round: backs off first in 46.2% of rounds, against 33.6% after losing one.
  • In round 1: opens with “6P+K+G Goku Shicchi (Interrupt Moves) into 2K+GK Zensou Senpu” in 10.7% of rounds, against 4.3% in their other rounds.
  • Against Akira: opens with “forward movement into PP Enkou Rensou” in 9.2% of rounds, against 4.0% against everyone else.
  • After winning a round: opens with “backdash into evade up” in 6.6% of rounds, against 3.5% after losing one.

How is this tested?

backdash into evade down1347.6%
Goku Shicchi (Interrupt Moves)6P+K+G into Zensou Senpu2K+GK1045.9%
forward movement into punchP935.3%
backdash into evade up854.8%
forward movement into Enkou RensouPP794.5%
backdash into guardG744.2%
Douchu6P633.6%
Kousokuhon7K+G613.5%
Kousokuhon7K+G into guardG563.2%
crouch into Fukushinshou2P422.4%
Hikou Senshi66K into forward movement392.2%
crouch dash back into guardG382.2%
crouch dash forward into guardG382.2%
backdash into punchP331.9%
Enkou Tekitou1P+K321.8%

201 further openings account for the other 788 rounds.

Counted from 439 of the 461 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky15–11 · 58%12–8 · 60%too few to test
Lau19–17 · 53%4–2 · 67%too few to test
Akira19–9 · 68%7–5 · 58%too few to test
Jeffry19–10 · 66%7–4 · 64%too few to test
Shun16–9 · 64%4–1 · 80%too few to test
Kage13–7 · 65%4–2 · 67%too few to test
Brad8–4 · 67%6–2 · 75%too few to test
Lion8–7 · 53%3–3 · 50%too few to test
Pai8–11 · 42%4–1 · 80%too few to test
El Blaze7–9 · 44%0–3 · 0%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.

22 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?

Taka

Career
1,425–1,045 · 57.7%
This season
253 matches · 60.9%
Peak rank
43

First hit in 51.2% of 945 rounds. Won 59.3% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

  • Against Kage: backs off first in 55.2% of rounds, against 39.5% against everyone else.
  • On Rectangle stages: attacks straight away in 27.4% of rounds, against 13.3% on the other stages.
  • After winning a round: waits first in 18.6% of rounds, against 7.7% after losing one.
  • When ahead: waits first in 17.1% of rounds, against 9.0% when level or behind.

How is this tested?

crouch into Shita Harite2P949.9%
crouch dash back into Hiji'ate6P838.7%
evade down into Morotezuki66P535.6%
Morotezuki66P515.4%
forward movement into punchP505.2%
backdash into evade down464.8%
backdash into punchP404.2%
backdash into evade up384.0%
backdash into guardG343.6%
evade up into Morotezuki66P252.6%
forward movement into Tsuppari 3PPP252.6%
guardG into throw escape242.5%
crouch dash back into Mageryu46P202.1%
forward movement into Tsuppari 2PP192.0%
throw escape181.9%

107 further openings account for the other 332 rounds.

Counted from 236 of the 253 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
Jeffry12–3 · 80%4–2 · 67%too few to test
Lei Fei2–10 · 17%6–3 · 67%too few to test
Sarah8–5 · 62%4–2 · 67%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.

17 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?

Lion

Career
615–451 · 57.7%
This season
181 matches · 50.3%
Peak rank
41

First hit in 53.1% of 684 rounds. Won 52.1% of the rounds they struck first, 50.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Katousui2P385.5%
Banchu6P375.4%
backdash into evade down365.3%
crouch dash back into Touho Soushu2P+K355.1%
crouch dash back into Ukoushin46P+K355.1%
backdash into evade up345.0%
backdash into guardG284.1%
In'you4P233.4%
crouch into Dantai3K233.4%
forward movement into punchP223.2%
Juchou Senshou8P+K172.5%
backdash into Dantai3K172.5%
forward movement into Koushu RensuiPP172.5%
forward dash into Senkyutai1K162.3%
crouch dash back into guardG152.2%

119 further openings account for the other 292 rounds.

Counted from 165 of the 181 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira1–7 · 12%6–7 · 46%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.

16 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?

Jeffry

Career
55–39 · 58.5%
This season
65 matches · 55.4%
Peak rank
35

First hit in 52.6% of 266 rounds. Won 52.9% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P2910.8%
backdash into evade down259.3%
backdash into evade up228.2%
backdash into guardG176.3%
crouch dash back into guardG134.8%
forward movement into punchP134.8%
backdash into punchP72.6%
backdash into Middle Hell Stab6P+K62.2%
crouch dash back into Middle Hell Stab6P+K62.2%
crouch dash back into evade down62.2%
crouch dash forward into guardG62.2%
guardG into Middle Hell Stab6P+K62.2%
backdash into Low Knuckle2P51.9%
crouch dash forward into Low Knuckle2P51.9%
forward movement into Double KnucklePP51.9%

61 further openings account for the other 98 rounds.

Shun

Career
645–514 · 55.6%
This season
18 matches · 55.6%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Fukuchougeki2P1824.3%
crouch into Haisenchu1P68.1%
backdash into evade down45.4%
Rensai Gakushu46PP into Rengeki Gakushu46PPP34.0%
backdash into Gyou'in Haishu3P34.0%
forward movement into RengekiPP34.0%
forward movement into punchP34.0%
Gyou'in Haishu3P into guardG22.7%
backdash into evade up22.7%
crouch dash forward into guardG22.7%
guardG22.7%
Getsuga Gakushu46P11.4%
Gyou'in Haishu3P11.4%
Gyou'in Haishu3P into forward dash11.4%
Koushinhi4P+K+G into Gyou'inshuP+K+G11.4%

22 further openings account for the other 22 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 (46 here; about 2.3 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

  • Eileen: 6 of 16 tests hold up
  • Taka: 4 of 16 tests hold up
  • Lion: 0 of 14 tests hold up
  • Jeffry: not tested (too few rounds)
  • Shun: not tested (too few rounds)