VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

crazy-g-333

  • Wolf
  • Akira
  • Jeffry
  • Lion
Career matches2,120
Career win rate52.4%
Round win rate50.8%
Peak rank33
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1508 #1,960 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

Taka3389649340355.0%
Wolf2755328327051.2%
Akira2751625626049.6%
Jeffry2688454351.1%
Goh—53272650.9%
Lau—105550.0%
Lion2641325.0%

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

380 of 494 rounds counted

9.9 inputs a second (592 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf10.2612162
Akira10.060052
Taka9.858995
Jeffry8.953358
Lion10.260913

By opponent's character

Aoi9.255160
El Blaze9.758059
Akira10.261533
Jacky10.261123
Wolf10.261239
Shun9.959725
Pai9.356025
Goh10.965728
Jean10.26159
Sarah9.054225
Taka9.657620
Kage12.273412
Lion10.66334
Vanessa8.45078
Jeffry8.95343
Eileen9.75844
Lau16.49813

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

Aoi1661037.5%-14.2
El Blaze1411378.6%+24.7
Akira139469.2%+19.2
Jacky104640.0%-14.1
Wolf106460.0%+5.7
Shun97277.8%+29.0
Pai83537.5%-18.4
Goh72528.6%-10.7
Jean62433.3%-4.0
Sarah62433.3%-13.1
Taka51420.0%-32.0
Kage43175.0%+24.9
Lion43175.0%+29.0
Vanessa4040.0%-43.0
Jeffry31233.3%-13.1
Eileen21150.0%-7.9
Lau21150.0%-13.1

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

Full Fence2161528.6%-23.6
Single Wall189950.0%+4.4
Half Fence179852.9%+9.1
Rectangle148657.1%+1.4
Open137653.9%+2.6
Breakable Half Fence105550.0%-0.7
Low Fence97277.8%+23.1
Breakable Full Fence86275.0%+15.4
Octagon83537.5%-6.8
Full Fence and Open32166.7%+11.4

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
Walls7847.4%50.0%-2.6
No walls4057.5%50.2%+7.3

Walls against open: -9.9 points (95% range -28.7 to +8.9), p 0.303 — 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

abs (Rank 24)2026/10/10220100.0%
ooosugi1202 (Rank 29)2026/10/1031233.3%
りてりん (Rank 27)2026/07/202020.0%
ゅろぽ (Rank 24)2026/07/2032166.7%
interceptor (Rank 35)2026/07/0631233.3%
gairoku88 (Rank 26)2026/07/0641325.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/07/0632166.7%
Martin1833 (Rank 24)2026/07/06220100.0%
☆瞳氷☆ (Rank 23)2026/07/06330100.0%
肩こりのように (Rank 35)2026/07/054040.0%
SBD0121 (Rank 29)2026/07/0521150.0%
mmmsm (Rank 31)2026/07/0543175.0%
カミナリおやじ (Rank 31)2026/07/0531233.3%
滝太郎(Takitarou) (Rank 30)2026/07/052020.0%
トマト牛乳♪ (Rank 26)2026/07/0531233.3%
え~る (Rank 27)2026/05/2953260.0%
무파ZeroBlue (Rank 30)2026/05/2721150.0%
50路財負自由... (Rank 26)2026/05/232020.0%
ズサ齋藤 (Rank 23)2026/05/2376185.7%
kobaman (Rank 27)2026/05/2341325.0%
CHASER (Rank 22)2026/05/23330100.0%
ガリバー (Rank 28)2026/05/1621150.0%
ma.ya2013 (Rank 26)2026/05/152020.0%
MikuMartineau (Rank 29)2026/05/1242250.0%
rokugou (Rank 27)2026/03/262020.0%

Round openings

Every character

forward movement into punchP6113.3%
forward movement into Jab StraightPP224.8%
forward movement into One Two UpperPPP163.5%
forward dash into Jouho Touken6P143.0%
backdash into Short Shoulder46P+K102.2%
forward movement into Tsuppari 2PP92.0%
Rimon Chouchu66P81.7%
Jouho Touken6P71.5%
Senzankou66P+K into throwP+G71.5%
backdash into Geimon Tessen46P+K+G71.5%
punchP71.5%
Rimon Chouchu66P into forward dash61.3%
backdash into Mow Down Chop1P+K61.3%
crouch dash forward into Arrow Knuckle3P61.3%
crouch dash forward into evade down61.3%

174 further openings account for the other 268 rounds.

Counted from 115 of the 123 matches played. The rest were not pulled for openings.

Wolf

Career
283–270 · 51.2%
This season
51 matches · 56.9%
Peak rank
27

First hit in 52.5% of 198 rounds. Won 62.5% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2713.6%
forward movement into Jab StraightPP2211.1%
forward movement into One Two UpperPPP168.1%
backdash into Short Shoulder46P+K105.0%
backdash into Mow Down Chop1P+K63.0%
crouch dash forward into Arrow Knuckle3P63.0%
Savate4K42.0%
backward movement into Mow Down Chop1P+K42.0%
crouch dash forward into Knee Lift6K42.0%
forward movement into Elbow Butt4P42.0%
guardG42.0%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K31.5%
Quick Shoulder66P+K into forward movement31.5%
crouch dash back into Mow Down Chop1P+K31.5%
crouch dash forward into evade down31.5%

61 further openings account for the other 79 rounds.

Counted from 50 of the 51 matches played. The rest were not pulled for openings.

Akira

Career
256–260 · 49.6%
This season
27 matches · 44.4%
Peak rank
27

First hit in 60.4% of 101 rounds. Won 54.1% of the rounds they struck first, 37.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Jouho Touken6P1413.7%
forward movement into punchP1110.8%
Rimon Chouchu66P87.8%
Jouho Touken6P76.9%
Senzankou66P+K into throwP+G76.9%
backdash into Geimon Tessen46P+K+G76.9%
Rimon Chouchu66P into forward dash65.9%
Rimon Chouchu66P into Jouho Touken6P54.9%
crouch dash forward into Youhou33P54.9%
backdash into Jouho Senshou46P32.9%
Yakuho Chouchu666P into Jouho Touken6P22.0%
backdash into Koboku214P22.0%
Geimon Tessen46P+K+G into forward movement11.0%
Jouho Senshou46P into forward movement11.0%
Jouho Touken6P into throwP+G11.0%

22 further openings account for the other 22 rounds.

Counted from 25 of the 27 matches played. The rest were not pulled for openings.

Taka

Career
493–403 · 55.0%
This season
24 matches · 41.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2023.3%
forward movement into Tsuppari 2PP910.5%
punchP55.8%
backdash into Dohyouwari43P33.5%
Tsuppari 2PP into Tsuppari 3PPP22.3%
backdash into kickK22.3%
crouch dash back into Ao'oni Midaremage214P+K22.3%
crouch dash forward into Kachi'age33P+K22.3%
crouch dash forward into evade down22.3%
evade down into kickK22.3%
guardG into kickK22.3%
punchP into Hiji'ate6P22.3%
Agyou4P+K+G11.2%
Agyou4P+K+G into throw escape11.2%
Hiji'ate6P11.2%

30 further openings account for the other 30 rounds.

Counted from 21 of the 24 matches played. The rest were not pulled for openings.

Jeffry

Career
45–43 · 51.1%
This season
18 matches · 55.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Side Kick3K46.6%
backdash into Kenka Hook46P46.6%
Dash Elbow66P into Dash Elbow Upper66PP34.9%
evade down into crouch dash forward34.9%
backdash into Double Hammer Down43P23.3%
backdash into Megaton Knuckle43P+K23.3%
backdash into Rising Hammer43PP23.3%
backdash into Side Kick3K23.3%
evade down into Double Upper3PP23.3%
evade down into guardG23.3%
forward dash23.3%
forward movement into punchP23.3%
guardG into evade down23.3%
Elbow Butt6P into Elbow Hammer6PP11.6%
Smash Upper3P into Double Upper3PP11.6%

27 further openings account for the other 27 rounds.

Counted from 16 of the 18 matches played. The rest were not pulled for openings.

Lion

Career
1–3 · 25.0%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Koushu RensuiPP215.4%
Juchou Senshou8P+K17.7%
Souji SenpuP+K17.7%
Taizan Soukoushu4P+K17.7%
Ukoushin46P+K into Ryusei Renkoushu46P+KP17.7%
Zensou Tenshinkyaku44K+G into Taizan Soukoushu4P+K17.7%
backdash into Sen'inshou3P17.7%
backdash into Sentai4K17.7%
evade up into crouch dash forward17.7%
forward movement into Rensuitai ShumenPKP17.7%
forward movement into punchP17.7%
kickK into forward movement17.7%

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

  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)