VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

獅子林大強

  • Shun
Career matches6,467
Career win rate51.1%
Round win rate51.1%
Peak rank41
Distinct opponents143
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1816 #334 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

Taka416,0603,0712,98950.7%
Shun3340723717058.2%

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

1,271 of 1,384 rounds counted

8.3 inputs a second (500 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.45031,017
Shun8.2490254

By opponent's character

Jacky8.6513165
Vanessa8.0481160
Akira8.8528126
Shun8.4502119
Lau8.1488103
Lei Fei8.249574
Lion8.550858
Sarah8.048173
Goh8.551260
Aoi8.852738
Jeffry8.249545
Kage8.048241
Brad8.349649
Pai8.751922
Taka8.551137
Jean7.847129
El Blaze8.450622
Wolf8.249132
Eileen8.048012
Dural9.35576

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

Jacky42152735.7%-18.4
Vanessa41172441.5%-2.7
Akira34171750.0%-6.8
Shun33231069.7%+19.9
Lau2791833.3%-14.1
Lei Fei1981142.1%-8.8
Lion1871138.9%-8.2
Sarah1711664.7%+12.1
Goh1511473.3%+22.4
Aoi127558.3%-3.6
Jeffry127558.3%+5.5
Kage127558.3%+4.7
Brad116554.5%-1.2
Pai94544.4%-7.8
Taka97277.8%+22.4
Jean87187.5%+28.2
El Blaze74357.1%+8.1
Wolf74357.1%+11.2
Eileen31233.3%-11.1
Dural220100.0%+3.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Open47242351.1%-2.1
Single Wall37201754.0%+0.6
Low Fence36221461.1%+10.3
Octagon31112035.5%-14.1
Breakable Full Fence30151550.0%+1.2
Full Fence29131644.8%-2.9
Half Fence29151451.7%+2.9
Rectangle29181162.1%+8.8
Full Fence and Open27141351.9%-0.8
Breakable Half Fence2391439.1%-16.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17147.4%50.2%-2.8
No walls12055.0%52.8%+2.2

Walls against open: -5.0 points (95% range -16.5 to +6.5), p 0.394 — 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

كليوديتي (Rank 33)2026/09/1731233.3%
Tokkovanessa_VF (Rank 42)2026/09/1227101737.0%
ManEater (Rank 38)2026/09/1286275.0%
jean (Rank 42)2026/09/1242250.0%
jikacho-Gigas (Rank 42)2026/09/1142250.0%
めがじぇね (Rank 43)2026/09/1152340.0%
愛蒔らぶり (Rank 41)2026/09/1172528.6%
究極無敵 (Rank 38)2026/09/0943175.0%
송곳 (Rank 37)2026/09/0942250.0%
ncub5030 (Rank 38)2026/09/0832166.7%
ひじひじくん (Rank 41)2026/09/0861516.7%
ひらがなであおき (Rank 41)2026/09/0871614.3%
村長~災禍の中心~ (Rank 38)2026/09/0765183.3%
manatsu_7 (Rank 43)2026/09/0461516.7%
藪からBOY (Rank 43)2026/09/0254180.0%
ねこむーと (Rank 38)2026/08/3143175.0%
ハンニャ (Rank 39)2026/08/3032166.7%
ちぃつが (Rank 40)2026/08/1931233.3%
jinmenusagi (Rank 43)2026/08/1972528.6%
ガウショ (Rank 39)2026/08/0231233.3%
interceptor (Rank 33)2026/07/0653260.0%
구닥스트렌져 (Rank 32)2026/06/2943175.0%
班 長 (Rank 40)2026/06/2176185.7%
muumuu (Rank 38)2026/06/20440100.0%
klkun (Rank 40)2026/06/19330100.0%

Round openings

Every character

crouch into Shita Harite2P1027.4%
Morotezuki66P into Morote Tsuppari66PP745.3%
Mawashi Harite44P705.1%
forward movement into punchP513.7%
punchP into Tsuppari 2PP433.1%
backdash into throwP+G423.0%
evade up into Zangeki33P362.6%
evade up into forward dash362.6%
evade up into Morote Tsuppari66PP342.5%
forward movement into Tsuppari 2PP322.3%
backdash into Dohyouwari43P312.2%
evade up into throw escape292.1%
crouch into Fukuchougeki2P251.8%
Shita Harite2P241.7%
evade up into punchP241.7%

208 further openings account for the other 731 rounds.

Taka

Career
3,071–2,989 · 50.7%
This season
277 matches · 49.8%
Peak rank
41

First hit in 55.6% of 1,126 rounds. Won 53.5% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 29.6% of rounds, against 22.2% in their other rounds.
  • Against Lau: moves in first in 25.6% of rounds, against 12.1% against everyone else.
  • After winning a round: backs off first in 22.3% of rounds, against 11.5% after losing one.
  • In round 3: opens with “44P Mawashi Harite” in 9.2% of rounds, against 5.3% in their other rounds.

How is this tested?

crouch into Shita Harite2P1029.0%
Morotezuki66P into Morote Tsuppari66PP746.5%
Mawashi Harite44P706.2%
forward movement into punchP514.5%
punchP into Tsuppari 2PP433.8%
backdash into throwP+G423.7%
evade up into Zangeki33P363.2%
evade up into Morote Tsuppari66PP343.0%
evade up into forward dash322.8%
forward movement into Tsuppari 2PP322.8%
backdash into Dohyouwari43P312.7%
evade up into throw escape262.3%
Shita Harite2P242.1%
evade up into punchP232.0%
backdash into Morote Tsuppari66PP161.4%

140 further openings account for the other 494 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Vanessa9–13 · 41%4–8 · 33%too few to test
Jacky8–19 · 30%0–7 · 0%too few to test
Shun14–6 · 70%7–1 · 88%too few to test
Akira4–6 · 40%10–6 · 62%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?

Shun

Career
237–170 · 58.2%
This season
61 matches · 59.0%
Peak rank
33

First hit in 66.9% of 251 rounds. Won 53.0% of the rounds they struck first, 51.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Fukuchougeki2P259.8%
crouch into Haisenchu1P176.7%
Rensai Gakushu46PP into Rengeki Gakushu46PPP166.3%
backdash into Gyou'in Haishu3P145.5%
crouch into Gyou'in Haishu3P135.1%
punchP into RengekiPP83.1%
backward movement into Kasen Zenbokushou6PP72.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP52.0%
backdash into Rengeki Gakushu46PPP52.0%
evade up into Chubu Soutenkyaku66K52.0%
evade up into Gyou'in Haishu3P52.0%
guardG into throw escape52.0%
Getsuga Gakushu46P into Rensai Gakushu46PP41.6%
Gyou'in Haishu3P41.6%
backdash into Chubu Soutenkyaku66K41.6%

74 further openings account for the other 117 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 (16 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: 4 of 16 tests hold up
  • Shun: not tested (too few rounds)