VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

XTN

  • Jean
  • Jeffry
  • Lau
  • Jacky
  • Dural
Career matches2,730
Career win rate57.2%
Round win rate58.6%
Peak rank39
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1834 #280 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

Taka392,2501,2331,01754.8%
Lau321851226366.0%
Jeffry301471034470.1%
Jean3092731979.3%
Jacky2754292553.7%
Dural26110100.0%
Wolf—1010.0%

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

485 of 693 rounds counted

6.3 inputs a second (377 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka6.5392249
Jean6.0360211
Jacky6.438418
Dural5.93537

By opponent's character

Pai6.7402118
Wolf6.136521
Akira5.633720
Brad6.13689
Lion6.337827
Sarah5.935348
Jean6.338051
Jacky6.237324
Jeffry5.935636
Lei Fei6.337938
Aoi6.538825
Taka6.237225
Lau5.834621
Vanessa6.538713
Kage6.94159

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

Pai29171258.6%+1.7
Wolf1910952.6%-13.1
Akira1714382.3%+16.8
Brad149564.3%+6.8
Lion147750.0%-12.9
Sarah149564.3%+4.9
Jean138561.5%-4.0
Jacky11110100.0%+16.6
Jeffry97277.8%+1.6
Lei Fei94544.4%-33.4
Aoi64266.7%-18.3
Taka63350.0%-4.7
Lau54180.0%+17.9
Goh32166.7%+15.9
Vanessa32166.7%+18.5
Kage220100.0%+15.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence2416866.7%+0.9
Single Wall2315865.2%+4.0
Full Fence and Open2215768.2%+9.5
Low Fence1815383.3%+7.2
Breakable Full Fence1410471.4%+16.7
Full Fence148657.1%+1.7
Octagon1410471.4%-7.9
Open134930.8%-32.0
Breakable Half Fence129375.0%+6.2
Rectangle93633.3%-27.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8764.4%64.5%-0.1
No walls5463.0%66.5%-3.5

Walls against open: +3.4 points (95% range -13.9 to +20.8), p 0.698 — 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

BLACKALERT!!! (Rank 42)2026/07/3032166.7%
tenpai (Rank 30)2026/07/3032166.7%
JinNC (Rank 29)2026/07/1842250.0%
Akai (Rank 40)2026/07/1823131056.5%
teh-sneek (Rank 23)2026/07/07440100.0%
RentalAnimator (Rank 42)2026/07/03103730.0%
Dadshido (Rank 40)2026/06/2163350.0%
SDVF|JINXHAND (Rank 30)2026/06/2054180.0%
Jiikae (Rank 29)2026/06/2076185.7%
Crashing_Blow2003 (Rank 33)2026/06/1932166.7%
xChimerax (Rank 27)2026/06/1832166.7%
PunkDriftR (Rank 30)2026/06/18440100.0%
BrodiMAN (Rank 41)2026/06/1831233.3%
Twice-A-Day (Rank 34)2026/06/1862433.3%
own1jef123 (Rank 38)2026/06/1332166.7%
SFPunker (Rank 36)2026/06/1331233.3%
ttacoguyy (Rank 31)2026/06/10440100.0%
Sankofa (Rank 23)2026/06/05660100.0%
MidnightSci-Fi (Rank 21)2026/06/0443175.0%
Kitetsu (Rank 27)2026/06/0231233.3%
UltraSeBassツ (Rank 34)2026/05/12117463.6%
johncha (Rank 21)2026/05/12440100.0%
KNR (Rank 42)2026/05/0452340.0%
n.fangy (Rank 39)2026/05/041910952.6%
VFhayato (Rank 35)2026/04/0432166.7%

Round openings

Every character

punchP8812.6%
kickK385.5%
Gyaku Seikenzuki66P334.7%
evade down223.2%
no input223.2%
guardG192.7%
Morotezuki66P152.1%
punchP into kickK121.7%
evade up111.6%
backdash into evade up101.4%
guardG into throw escape91.3%
evade down into guardG81.1%
evade up into guardG81.1%
Shitanagi Shutou1P71.0%
backdash into kickK71.0%

227 further openings account for the other 388 rounds.

Taka

Career
1,233–1,017 · 54.8%
This season
95 matches · 51.6%
Peak rank
39

First hit in 47.1% of 376 rounds. Won 53.1% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP5113.3%
kickK389.9%
Morotezuki66P153.9%
evade down143.7%
guardG123.1%
evade up82.1%
guardG into throw escape82.1%
no input82.1%
evade up into kickK71.8%
guardG into kickK71.8%
Kachi'age33P+K51.3%
Tsuppari 2PP into Tsuppari 3PPP51.3%
backdash into Gozou Kehataki4KP51.3%
backdash into Mageryu46P51.3%
backdash into kickK51.3%

109 further openings account for the other 190 rounds.

Jean

Career
73–19 · 79.3%
This season
54 matches · 85.2%
Peak rank
30

First hit in 51.7% of 205 rounds. Won 76.4% of the rounds they struck first, 66.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P3315.6%
punchP2210.4%
no input104.7%
Shitanagi Shutou1P73.3%
backdash into evade up73.3%
evade down73.3%
punchP into kickK73.3%
backdash into Hizageri4K52.4%
guardG52.4%
Yamakuzushi6K41.9%
evade down into guardG41.9%
Yoko'enpi6P31.4%
backdash into Gyaku Seikenzuki66P31.4%
backdash into Kake'uchi46P31.4%
backdash into Kake'uchi~Maekeri'age46PK31.4%

66 further openings account for the other 89 rounds.

Jeffry

Career
103–44 · 70.1%
This season
11 matches · 81.8%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P into Elbow Hammer6PP613.9%
punchP49.3%
no input37.0%
punchP into Double KnucklePP37.0%
Knee Attack6K24.7%
backdash into Double Hammer Down43P24.7%
backdash into Knee Attack6K24.7%
punchP into kickK24.7%
throw escape24.7%
Double KnucklePP into Double Knuckle~UpperPPP12.3%
Elbow Butt6P12.3%
Toe Kick2K12.3%
backdash into Head Attack46P+K12.3%
backdash into Rising Hammer43PP12.3%
backdash into Side Kick3K12.3%

11 further openings account for the other 11 rounds.

Lau

Career
122–63 · 66.0%
This season
8 matches · 62.5%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP617.6%
backdash into Sako Soushou4P+K514.7%
RenshouPP into RaigekishouPPP25.9%
Fukko Kensou1P12.9%
Koryu Tenshinkyaku6K+G12.9%
Sako Soushou4P+K into punchP12.9%
Senchutai3K12.9%
Shakashou3P into RenkentaiPK12.9%
Souko Sensou66P+K12.9%
backdash into Honten Rakutoutai46K+G12.9%
backdash into Kensou4P12.9%
backdash into Kosoushou46P12.9%
backdash into Souko Sensou66P+K12.9%
backdash into Touku Kosenkyaku9K12.9%
backdash into kickK12.9%

9 further openings account for the other 9 rounds.

Jacky

Career
29–25 · 53.7%
This season
4 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP316.7%
punchP into kickK211.1%
Dragon Combination 11P+K into Dragon Combination: Another 11P+KK15.6%
High Angle Upper Kick6K15.6%
Jab StraightPP into Jab Double StraightPPP15.6%
Low Spin Kick1K+G into backdash15.6%
backdash into Middle Smash6P15.6%
backdash into Spin Heel Sword4K+G15.6%
forward dash into punchP15.6%
guardG15.6%
guardG into Spinning Back Knuckle4P15.6%
guardG into throw escape15.6%
no input15.6%
punchP into Dragon Combination 11P+K15.6%
punchP into Jab StraightPP15.6%

Dural

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP228.6%
Dragon Smash Cannon1K into evade down114.3%
Nakageri3K114.3%
One Two UpperPPP into Combo Somersault KickPPPK114.3%
One TwoPP into One Two UpperPPP114.3%
guardG into Nakageri~Rapid Kick3KK114.3%

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Taka: 0 of 12 tests hold up
  • Jean: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Dural: not tested (too few rounds)