VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

薄着のお兄さん

  • Jacky
  • El Blaze
  • Jeffry
  • Lion
Career matches1,130
Career win rate60.4%
Round win rate63.6%
Peak rank36
Distinct opponents9
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1697 Not ranked yet: the list needs 50 matches. See 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

Taka3674141832356.4%
Jacky2969462366.7%
Shun—67472070.2%
Wolf—54351964.8%
Jeffry2952351767.3%
Brad—51351668.6%
El Blaze2850351570.0%
Lion2846321469.6%

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

50 of 55 rounds counted

9.3 inputs a second (561 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky9.757925
El Blaze9.35593
Jeffry8.24957
Lion9.75808
Taka9.25497

By opponent's character

Akira9.959216
Jeffry9.557011
El Blaze8.24957
Brad9.35593
Jacky8.75194
Jean9.25545
Lau10.06024

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

Akira43175.0%-4.4
Jeffry32166.7%-17.7
El Blaze220100.0%+28.8
Brad110100.0%+23.3
Jacky1010.0%-81.4
Jean110100.0%+23.8
Lau110100.0%+20.0
Vanessa110100.0%+19.8

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

Octagon440100.0%+28.1
Breakable Full Fence32166.7%-14.5
Open330100.0%+30.3
Single Wall21150.0%-35.4
Breakable Half Fence110100.0%+20.0
Half Fence1010.0%-81.4

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
Walls977.8%79.0%-1.2
No walls580.0%77.8%+2.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

openpen (Rank 30)2026/09/22220100.0%
hot-milk-www (Rank 30)2026/09/22110100.0%
HIGE (Rank 31)2026/09/2232166.7%
雷電 (Rank 31)2026/09/22110100.0%
[VirtuAnalytics]SuperGolden (Rank 32)2026/09/22220100.0%
rily-you (Rank 30)2026/07/19220100.0%
new_cult33 (Rank 39)2026/05/311010.0%
Iei-Taicho-0624 (Rank 38)2026/05/311010.0%
肉彦さん☆彡 (Rank 29)2026/05/06110100.0%

Round openings

Every character

forward movement into punchP47.1%
backdash into Spin Heel Sword4K+G35.4%
crouch dash back into Spin Heel Sword4K+G23.6%
evade down into crouch dash forward23.6%
evade up into Lightning Back Knuckle3PPP23.6%
forward movement into Middle Smash6P23.6%
forward movement into Renkan SenshouPPP23.6%
throw escape into evade up23.6%
Dash Elbow66P11.8%
Dash Elbow66P into punchP11.8%
High-Speed Jab46P into Shouda46PP11.8%
Middle Smash6P11.8%
Morotezuki66P11.8%
Senshippo66P11.8%
Slant Back Knuckle1P11.8%

30 further openings account for the other 30 rounds.

Jacky

Career
46–23 · 66.7%
This season
6 matches · 83.3%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G312.0%
crouch dash back into Spin Heel Sword4K+G28.0%
evade up into Lightning Back Knuckle3PPP28.0%
forward movement into Middle Smash6P28.0%
forward movement into punchP28.0%
Middle Smash6P14.0%
Slant Back Knuckle1P14.0%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward14.0%
crouch dash forward into Smash Straight3P14.0%
evade down into Jab Double StraightPPP14.0%
evade down into Smash Straight3P14.0%
evade down into crouch dash forward14.0%
evade down into punchP14.0%
evade up into Middle Smash6P14.0%
evade up into crouch dash forward14.0%

4 further openings account for the other 4 rounds.

El Blaze

Career
35–15 · 70.0%
This season
2 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High-Speed Jab46P into Shouda46PP111.1%
Volcano Upper4P+K111.1%
backdash into Demon's Tail9P+KK111.1%
backdash into Head Smash Kick46K111.1%
backward movement into Shadow Strike6P111.1%
crouch dash back into Demon's Tail9P+KK111.1%
crouch dash forward into Overtune Blow3P+K111.1%
evade up into Shadow Spin Kick4PK111.1%
guardG into Rolling Low Knuckle1P111.1%

Lion

Career
32–14 · 69.6%
This season
2 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Renkan SenshouPPP225.0%
Senshippo66P112.5%
backward movement into forward punch+kick6P+K112.5%
crouch dash forward into Ukoushin46P+K112.5%
forward movement into Koushu RensuiPP112.5%
guardG into Sen'inshou3P112.5%
offensive move112.5%

Jeffry

Career
35–17 · 67.3%
This season
2 matches · 100.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Elbow66P114.3%
Dash Elbow66P into punchP114.3%
backdash into Double Hammer Down43P114.3%
backdash into Megaton Knuckle43P+K114.3%
guardG into Stunner KnuckleKP114.3%
guardG into throw escape114.3%
throw escape into evade up114.3%

Taka

Career
418–323 · 56.4%
This season
2 matches · 0.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP228.6%
Morotezuki66P114.3%
backdash into kickK114.3%
evade down into crouch dash forward114.3%
evade up into Morotezuki66P114.3%
kickK114.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Taka: not tested (too few rounds)