VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

SalvadorLimones

Career matches4,992
Career win rate60.8%
Round win rate57.1%
Peak rank35
Distinct opponents121
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1634 #1,134 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

Taka354,9923,0341,95860.8%

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

1,588 of 2,008 rounds counted

6.5 inputs a second (392 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka6.53921,588

By opponent's character

Sarah6.5389161
Akira6.7402151
Jeffry6.4386143
Jean6.3377148
Brad6.6396101
Eileen6.136696
Pai6.6396107
Goh6.840767
Vanessa6.840987
El Blaze6.3380103
Lion6.539379
Jacky6.840674
Kage6.639644
Lau6.740161
Shun6.840650
Lei Fei6.538944
Taka6.538930
Aoi6.438416
Wolf6.639620
Dural7.44446

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

Sarah61313050.8%-3.3
Akira46301665.2%+9.9
Jeffry44251956.8%+0.2
Jean43172639.5%-19.5
Brad37251267.6%+3.6
Eileen32141843.8%-12.3
Pai3230293.8%+8.1
Goh2921872.4%+11.1
Vanessa2822678.6%+4.3
El Blaze26121446.1%+5.9
Lion25111444.0%-5.9
Jacky2319482.6%+11.2
Kage20101050.0%-14.8
Lau1811761.1%+1.6
Shun1714382.3%+16.1
Lei Fei1512380.0%+1.2
Taka84450.0%-0.2
Aoi75271.4%-1.2
Wolf74357.1%-26.2
Dural220100.0%+10.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Half Fence64402462.5%+3.5
Rectangle62362658.1%+4.7
Open59411869.5%-0.7
Octagon56362064.3%+3.4
Full Fence54312357.4%-6.7
Breakable Full Fence47272057.5%-2.5
Full Fence and Open44242054.5%-5.3
Single Wall42291369.0%+8.0
Breakable Half Fence37191851.4%-10.2
Low Fence35221362.9%+1.9

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
Walls32059.1%59.6%-0.5
No walls13667.6%65.2%+2.5

Walls against open: -3.0 points (95% range -12.4 to +6.5), p 0.538 — 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

10年遅いんだよ! (Rank 39)2026/10/161741323.5%
SDrakeo (Rank 33)2026/10/1473442.9%
eisenbuegelhammer (Rank 39)2026/10/101821611.1%
KryeandtheFamilyStone (Rank 40)2026/08/301741323.5%
Psilo (Rank 23)2026/08/2987187.5%
TheDarkDragon (Rank 39)2026/08/2993633.3%
Faded (Rank 35)2026/08/28156940.0%
Bloodartist (Rank 35)2026/08/2327121544.4%
Ac (Rank 36)2026/08/187070.0%
FIDTT_ (Rank 26)2026/08/1762433.3%
mrsamurai (Rank 31)2026/08/0576185.7%
BloodyRoseVF (Rank 37)2026/08/05146842.9%
MoXFet (Rank 10)2026/08/05990100.0%
speedymat (Rank 28)2026/08/03880100.0%
b4i4radoslav|xliiv (Rank 39)2026/08/0225121348.0%
NeonKay64 (Rank 36)2026/07/292071335.0%
Saago_65 (Rank 32)2026/07/2787187.5%
Kingheim (Rank 37)2026/07/2283537.5%
neoslayer92 (Rank 41)2026/07/1772528.6%
Dadino67italy (Rank 36)2026/07/0371614.3%
Demonell (Rank 26)2026/06/2796366.7%
GOMVPGO (Rank 32)2026/06/2797277.8%
Kalliros (Rank 29)2026/06/2573442.9%
ЧАКНОРРИС (Rank 11)2026/05/19660100.0%
Khan_Rhan (Rank 30)2026/04/2483537.5%

Round openings

Taka

Career
3,034–1,958 · 60.8%
This season
520 matches · 61.4%
Peak rank
35

First hit in 55.2% of 1,867 rounds. Won 59.7% of the rounds they struck first, 55.1% of the rounds they were struck first.

Significant Tells

  • Against Pai: waits first in 13.2% of rounds, against 5.9% against everyone else.
  • On Octagon stages: evades first in 9.9% of rounds, against 4.0% on the other stages.
  • After losing a round: attacks straight away in 77.4% of rounds, against 68.9% after winning one.
  • When behind: attacks straight away in 77.7% of rounds, against 69.6% when ahead or level.
  • In round 1: opens with “K kick” in 16.9% of rounds, against 11.8% in their other rounds.
  • On Rectangle stages: opens with “6P Hiji'ate into P punch” in 13.1% of rounds, against 5.6% on the other stages.
  • After opening the round before with “6P Hiji'ate into P punch”: opens with “P punch into PP Tsuppari 2” in 11.8% of rounds, against 5.8% after anything else.

How is this tested?

kickK24513.1%
Kirikabu Kudaki1P+K1296.9%
Hiji'ate6P into punchP1206.4%
punchP into Tsuppari 2PP1156.2%
kickK into crouch dash forward894.8%
kickK into evade down693.7%
Hiji'ate6P663.5%
Ao'oni Midaremage214P+K603.2%
Tsuppari 2PP into Tsuppari 3PPP542.9%
crouch into Kachi'age33P+K482.6%
Hiji'ate6P into Tsuppari 2PP462.5%
forward dash into Hiji'ate6P442.4%
kickK into forward dash382.0%
Morotezuki66P331.8%
crouch into Kirikabu Kudaki1P+K301.6%

155 further openings account for the other 684 rounds.

Counted from 484 of the 520 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
Sarah20–17 · 54%7–4 · 64%too few to test
Akira20–10 · 67%4–4 · 50%too few to test
Jeffry16–10 · 62%4–5 · 44%too few to test
Brad14–7 · 67%10–1 · 91%too few to test
Jean12–14 · 46%2–3 · 40%too few to test
Eileen10–11 · 48%2–4 · 33%too few to test
Pai13–0 · 100%13–0 · 100%too few to test
Goh12–7 · 63%5–0 · 100%too few to test
El Blaze5–10 · 33%3–3 · 50%too few to test
Lion6–10 · 38%5–4 · 56%too few to test
Vanessa12–2 · 86%4–2 · 67%too few to test
Jacky12–4 · 75%5–0 · 100%too few to test
Kage5–10 · 33%4–0 · 100%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.

36 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 (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: 7 of 16 tests hold up