VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Taka

TayoTayo

Career matches1,515
Career win rate52.4%
Round win rate51.7%
Peak rank32
Distinct opponents144
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1565 #1,567 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

Taka321,51579472152.4%

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

2,578 of 2,578 rounds counted

7.8 inputs a second (465 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka7.84652,578

By opponent's character

Lei Fei7.6454348
Pai7.8469259
Shun7.7463236
Akira8.1484214
Sarah7.7462198
Goh7.7461189
Jacky7.8467170
Aoi8.0482137
Eileen8.1489143
Kage7.7463120
Brad7.8470106
Wolf7.645492
Taka7.243464
El Blaze7.645459
Vanessa8.048154
Lion7.344046
Lau7.343651
Jean7.444634
Jeffry7.545031
Dural7.846627

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

Lei Fei88424647.7%-9.6
Pai66422463.6%+11.2
Shun59263344.1%-9.7
Akira53361767.9%+12.9
Sarah47291861.7%+14.1
Goh46252154.4%-1.0
Jacky43212248.8%-1.2
Aoi3529682.9%+21.2
Eileen35201557.1%+2.1
Kage30102033.3%-8.2
Brad2417770.8%+11.4
Wolf23101343.5%-4.7
Taka1761135.3%-8.6
El Blaze145935.7%-5.8
Vanessa134930.8%-17.7
Lion123925.0%-29.2
Lau113827.3%-21.8
Jean84450.0%-14.5
Jeffry84450.0%-5.8
Dural72528.6%-10.3

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

Low Fence86483855.8%+2.5
Single Wall79453457.0%+6.0
Rectangle78403851.3%-1.2
Octagon68383055.9%+4.8
Open67293843.3%-11.7
Full Fence62332953.2%-1.5
Half Fence58312753.5%-1.8
Breakable Half Fence48242450.0%+0.8
Breakable Full Fence39211853.9%+1.6
Full Fence and Open2071335.0%-18.9

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
Walls35353.0%52.6%+0.3
No walls23252.6%53.1%-0.5

Walls against open: +0.8 points (95% range -8.2 to +9.8), p 0.859 — 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

HappyFriendLau (Rank 34)2026/10/18105550.0%
Smi1e (Rank 21)2026/10/1485362.5%
Teinted_GENE (Rank 26)2026/10/1386275.0%
Guardian64 (Rank 29)2026/10/1175271.4%
Jason_Elbow (Rank 40)2026/10/1192722.2%
Datboyches_TTV (Rank 27)2026/10/101210283.3%
OmegaBankai (Rank 30)2026/10/071410471.4%
LilLag808 (Rank 27)2026/10/061711664.7%
DatDemo (Rank 29)2026/09/11117463.6%
DaiAndOh (Rank 28)2026/09/0886275.0%
suna19 (Rank 31)2026/09/088080.0%
Kungfuhustle99 (Rank 30)2026/08/052071335.0%
MoldMonkey93 (Rank 28)2026/08/04107370.0%
Angelus619 (Rank 27)2026/07/2883537.5%
LethalLegendK (Rank 32)2026/07/2771614.3%
seedash (Rank 30)2026/07/26106460.0%
LuBuMBX (Rank 29)2026/07/251761135.3%
Nate__theRipper (Rank 39)2026/07/2271614.3%
CeMoi3333 (Rank 26)2026/07/221710758.8%
SunGoblin (Rank 26)2026/07/20113827.3%
S_C_H_T_O_M_P (Rank 21)2026/07/181918194.7%
gainkiller (Rank 27)2026/07/1774357.1%
Ktronprime (Rank 26)2026/07/1783537.5%
llnylohkll (Rank 24)2026/07/1496366.7%
BillCutting0666 (Rank 21)2026/07/1076185.7%

Round openings

Taka

Career
794–721 · 52.4%
This season
639 matches · 52.9%
Peak rank
32

First hit in 50.2% of 2,052 rounds. Won 53.3% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “6P Hiji'ate” in 7.7% of rounds, against 3.9% in their other rounds.

How is this tested?

Ao'oni Midaremage214P+K into forward movement1306.3%
punchP into Tsuppari 2PP1276.2%
Kachi'age33P+K into backward movement1145.5%
Hiji'ate6P994.8%
punchP824.0%
kickK813.9%
Ao'oni Midaremage214P+K into backward movement753.6%
backward movement into Hiji'ate6P653.1%
Kachi'age33P+K into forward movement623.0%
backdash into evade down572.8%
Aka'oni MidaremageP+K472.3%
Tsuppari 2PP into Tsuppari 3PPP432.1%
evade up into Aka'oni MidaremageP+K301.4%
Kachi'age33P+K into evade down291.4%
Shita Harite2P291.4%

240 further openings account for the other 996 rounds.

Counted from 509 of the 639 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
Lei Fei23–24 · 49%14–18 · 44%too few to test
Pai12–13 · 48%18–9 · 67%too few to test
Shun16–21 · 43%6–4 · 60%too few to test
Akira17–13 · 57%7–2 · 78%too few to test
Jacky13–12 · 52%6–6 · 50%too few to test
Eileen12–8 · 60%4–7 · 36%too few to test
Goh12–5 · 71%8–7 · 53%too few to test
Sarah5–5 · 50%9–5 · 64%too few to test
Aoi13–0 · 100%8–5 · 62%too few to test
Kage3–9 · 25%4–7 · 36%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.

130 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?

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 (17 here; about 0.9 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: 1 of 17 tests hold up