VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Taka

PKG

  • Lau
Career matches8,934
Career win rate49.0%
Round win rate50.3%
Peak rank29
Distinct opponents337
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1453 #2,321 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

Taka297,7553,8323,92349.4%
Lau241,17954963046.6%

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

3,894 of 4,642 rounds counted

8.6 inputs a second (516 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.65163,894

By opponent's character

Akira8.9534506
Shun8.2495376
Wolf8.6518401
Jacky8.7522405
Sarah8.5510223
Jeffry8.7523248
Vanessa8.5510167
Brad8.6519208
Lau8.8530166
Aoi8.7523116
Pai8.6513123
Lion8.6518127
Kage8.5510129
Eileen8.0481142
Jean8.6516116
Lei Fei8.2492117
Goh9.0538109
El Blaze8.5509113
Taka8.249251
Dural8.752251

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

Akira143707349.0%-0.4
Shun117665156.4%+8.9
Wolf107446341.1%-10.6
Jacky106485845.3%-2.6
Sarah80443655.0%+4.8
Jeffry68392957.4%+4.8
Vanessa63333052.4%-3.0
Brad58253343.1%-6.3
Lau54252946.3%-4.3
Aoi46242252.2%+2.8
Pai42222052.4%+0.3
Lion40202050.0%+0.2
Kage36201655.6%+5.3
Eileen35191654.3%+7.6
Jean35132237.1%-8.3
Lei Fei34142041.2%-5.7
Goh33181554.5%+4.7
El Blaze31141745.2%+0.3
Taka169756.2%-1.4
Dural1510566.7%+16.1

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Open136686850.0%-2.1
Breakable Full Fence133765757.1%+6.8
Full Fence129587145.0%-3.9
Rectangle124586646.8%-1.9
Single Wall115615453.0%+3.9
Low Fence107575053.3%+5.5
Breakable Half Fence100495149.0%-1.5
Half Fence93474650.5%-0.2
Octagon90405044.4%-2.3
Full Fence and Open80354543.8%-6.9

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
Walls66949.0%49.3%-0.3
No walls35852.0%50.1%+1.9

Walls against open: -2.2 points (95% range -8.6 to +4.2), p 0.495 — 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

BANANA (Rank 30)2026/10/16169756.2%
tomi79_1820 (Rank 26)2026/10/16138561.5%
frog-23jd (Rank 26)2026/10/08137653.9%
무파ZeroBlue (Rank 26)2026/09/30138561.5%
gin-chaman (Rank 27)2026/09/301861233.3%
juste (Rank 31)2026/09/30147750.0%
JOHNFLOE (Rank 28)2026/09/30137653.9%
猫鼻 (Rank 26)2026/09/30104640.0%
ttmnkns (Rank 28)2026/09/22127558.3%
オージ (Rank 29)2026/09/18108280.0%
hahaha (Rank 29)2026/09/18106460.0%
DDaDDai (Rank 28)2026/09/172071335.0%
なっちゃんねる (Rank 24)2026/09/17105550.0%
NekoPunchMaster (Rank 30)2026/09/15146842.9%
orz (Rank 30)2026/09/14112918.2%
ps-splitsecond (Rank 31)2026/09/111541126.7%
WeeWeeW (Rank 27)2026/09/11148657.1%
AiokometeZ (Rank 22)2026/09/11106460.0%
Someonetrytowin (Rank 28)2026/08/2930171356.7%
chileung18 (Rank 32)2026/08/27134930.8%
μ (Rank 28)2026/08/26157846.7%
ShieldHolder (Rank 26)2026/08/231761135.3%
ありがとナス (Rank 26)2026/07/25119281.8%
いちまる1972 (Rank 29)2026/07/14156940.0%
賛美歌13番 (Rank 29)2026/07/03138561.5%

Round openings

Every character

forward movement into punchP47011.0%
crouch dash back into evade down3568.3%
forward movement into Tsuppari 2PP2566.0%
crouch into guardG2395.6%
crouch dash back into Kirikabu Kudaki1P+K1293.0%
crouch dash back into guardG1263.0%
Morotezuki66P into Morote Tsuppari66PP1202.8%
crouch dash back into Hiji'ate6P1092.5%
punchP into Tsuppari 2PP1042.4%
forward movement into Hiji'ate6P932.2%
Aka'oni MidaremageP+K862.0%
guardG into evade down821.9%
kickK811.9%
evade down into guardG761.8%
crouch dash back into Kachi'age33P+K671.6%

313 further openings account for the other 1,873 rounds.

Counted from 1,061 of the 1,159 matches played. The rest were not pulled for openings.

Taka

Career
3,832–3,923 · 49.4%
This season
1,146 matches · 49.8%
Peak rank
29

First hit in 57.0% of 4,173 rounds. Won 53.7% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 3: moves in first in 28.2% of rounds, against 22.2% in their other rounds.
  • Against Akira: moves in first in 42.0% of rounds, against 21.1% against everyone else.
  • After opening the round before by backing off: backs off first in 42.0% of rounds, against 22.0% after anything else.
  • After the opponent opened the round before by evading: moves in first in 35.4% of rounds, against 25.5% after anything else.
  • After losing a round: moves in first in 31.5% of rounds, against 21.8% after winning one.
  • When behind: moves in first in 31.7% of rounds, against 24.2% when ahead or level.
  • In round 1: opens with “crouch dash back into 1P+K Kirikabu Kudaki” in 5.2% of rounds, against 2.4% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 21.0% of rounds, against 9.6% against everyone else.
  • After opening the round before with “crouch into G guard”: opens with “crouch into G guard” in 14.0% of rounds, against 5.3% after anything else.
  • After winning a round: opens with “crouch into G guard” in 8.5% of rounds, against 3.1% after losing one.
  • When ahead: opens with “crouch into G guard” in 8.2% of rounds, against 4.4% when level or behind.

How is this tested?

forward movement into punchP46511.0%
crouch dash back into evade down3458.2%
forward movement into Tsuppari 2PP2566.1%
crouch into guardG2375.6%
crouch dash back into Kirikabu Kudaki1P+K1293.1%
crouch dash back into guardG1222.9%
Morotezuki66P into Morote Tsuppari66PP1202.8%
crouch dash back into Hiji'ate6P1092.6%
punchP into Tsuppari 2PP1042.5%
forward movement into Hiji'ate6P932.2%
Aka'oni MidaremageP+K862.0%
guardG into evade down821.9%
kickK811.9%
evade down into guardG761.8%
crouch dash back into Kachi'age33P+K671.6%

298 further openings account for the other 1,846 rounds.

Counted from 1,048 of the 1,146 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
Akira26–34 · 43%21–24 · 47%-2.1
Shun31–25 · 55%27–11 · 71%-19.1
Wolf32–35 · 48%5–19 · 21%too few to test
Jacky29–29 · 50%13–13 · 50%too few to test
Sarah21–17 · 55%13–15 · 46%too few to test
Vanessa16–17 · 48%14–5 · 74%too few to test
Jeffry10–12 · 45%18–9 · 67%too few to test
Brad18–25 · 42%4–4 · 50%too few to test
Lau13–18 · 42%10–7 · 59%too few to test
Aoi15–8 · 65%8–10 · 44%too few to test
Lion13–9 · 59%2–5 · 29%too few to test
Pai10–10 · 50%5–4 · 56%too few to test
Jean8–13 · 38%2–7 · 22%too few to test
Goh13–7 · 65%4–6 · 40%too few to test
Kage13–10 · 57%1–5 · 17%too few to test
Lei Fei6–13 · 32%5–0 · 100%too few to test
Eileen6–5 · 55%4–9 · 31%too few to test
El Blaze7–8 · 47%4–3 · 57%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

98 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?

Lau

Career
549–630 · 46.6%
This season
13 matches · 46.1%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down1122.4%
forward movement into punchP510.2%
crouch dash back into Koryu Tenshinkyaku6K+G48.2%
crouch dash back into guardG48.2%
crouch dash back into crouch36.1%
crouch dash back24.1%
crouch dash back into Souko Reppa3P+K24.1%
crouch into guardG24.1%
Chugeki6P12.0%
Chugeki6P into backdash12.0%
Koryu Tenshinkyaku6K+G12.0%
backdash into forward movement12.0%
backward movement into crouch dash back12.0%
crouch dash back into Geimen Tansou6P+K+G12.0%
crouch dash back into Sako Soushou4P+K12.0%

9 further openings account for the other 9 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 (18 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: 11 of 18 tests hold up
  • Lau: not tested (too few rounds)