VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Taka

kazukun-taka

  • Jean
  • Jacky
  • Akira
  • Lau
Career matches3,393
Career win rate55.1%
Round win rate52.7%
Peak rank40
Distinct opponents235
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1676 #909 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

Taka402,0481,09595353.5%
Jean3472338933453.8%
Jacky3430618112559.1%
Akira311821107260.4%
Lau31112823073.2%
Brad—2213959.1%

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

3,765 of 3,765 rounds counted

8.3 inputs a second (498 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.24922,664
Jean8.3498786
Jacky9.0538202
Akira9.657385
Lau9.456728

By opponent's character

Lau8.1487492
Akira8.7524440
Jacky8.4506413
Shun8.1485264
Wolf8.0482236
Pai8.4505239
Aoi7.6455195
Kage8.0478175
Jean8.6517180
Sarah8.3499181
Jeffry8.6515145
Brad8.4502144
Lion8.5511136
Taka8.9533127
Goh7.545398
Vanessa8.852590
El Blaze8.350180
Eileen8.148568
Lei Fei8.248949
Dural9.154613

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

Lau123546943.9%-10.1
Akira112714163.4%+7.5
Jacky100475347.0%-10.9
Shun63362757.1%-1.1
Wolf58382065.5%+11.3
Pai57292850.9%-4.5
Aoi48291960.4%+6.7
Kage47262155.3%+4.9
Jean44242054.5%-5.1
Sarah41281368.3%+15.8
Jeffry37152240.5%-13.7
Brad35231265.7%+14.5
Lion32181456.2%-2.8
Taka31201164.5%+5.5
Goh2619773.1%+10.0
Vanessa23111247.8%+1.3
El Blaze2014670.0%+12.8
Eileen1711664.7%+3.3
Lei Fei1221016.7%-37.7
Dural3030.0%-48.6

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Low Fence114654957.0%+1.1
Breakable Full Fence111516046.0%-10.2
Breakable Half Fence101564555.5%+0.0
Full Fence96445245.8%-12.4
Single Wall93543958.1%+2.1
Half Fence89454450.6%-7.1
Rectangle88523659.1%+4.9
Open81532865.4%+14.2
Octagon75433257.3%+3.5
Full Fence and Open37251267.6%+15.0

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
Walls56052.0%55.5%-3.6
No walls28859.7%55.1%+4.6

Walls against open: -8.2 points (95% range -17.3 to +0.8), p 0.075 — 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

Tokkovanessa_VF (Rank 42)2026/10/18103730.0%
教えたがりおじさん (Rank 39)2026/10/18103366735.0%
★闘将拉麵男★ (Rank 42)2026/10/1825101540.0%
のみ (Rank 36)2026/10/1876185.7%
寿司眼鉄 (Rank 40)2026/10/1794544.4%
鈴木 けいすけ(47歳) (Rank 33)2026/10/171771041.2%
VF12360-PC (Rank 38)2026/10/1626131350.0%
guigui8393 (Rank 36)2026/10/1393633.3%
JackonBean (Rank 41)2026/10/1284450.0%
かえる (Rank 39)2026/10/12169756.2%
PuzzG/ぱず爺 (Rank 38)2026/10/12107370.0%
zakisan (Rank 36)2026/10/12126650.0%
こんにちわアキラ (Rank 42)2026/10/1274357.1%
ごうくんまん (Rank 40)2026/10/0474357.1%
お~ちゃん (Rank 34)2026/10/031510566.7%
kampfarkz (Rank 29)2026/10/02108280.0%
風閃刃 (Rank 40)2026/09/2784450.0%
타우끼/taukee (Rank 36)2026/09/27117463.6%
煽らないJOHNFLOW (Rank 32)2026/09/241210283.3%
ドランクン//Konpay (Rank 39)2026/09/1498188.9%
マハリータまるこ (Rank 40)2026/09/13137653.9%
ゲッパー (Rank 35)2026/09/1285362.5%
カミナリおやじ (Rank 27)2026/09/1196366.7%
jijitax4 (Rank 35)2026/09/10128466.7%
poncho (Rank 38)2026/09/091771041.2%

Round openings

Every character

Hiji'ate6P2148.4%
backdash into evade up1526.0%
backdash into evade down1445.6%
Morotezuki66P1345.2%
forward dash into evade up1084.2%
backdash into throw escape582.3%
forward dash into throw escape562.2%
Zangeki33P into forward movement522.0%
forward dash into evade down481.9%
backward movement into Hiji'ate6P461.8%
kickK421.6%
backdash into kickK361.4%
guardG into evade down361.4%
forward movement into punchP301.2%
forward dash into Hiji'ate6P281.1%

375 further openings account for the other 1,370 rounds.

Counted from 633 of the 929 matches played. The rest were not pulled for openings.

Taka

Career
1,095–953 · 53.5%
This season
659 matches · 53.4%
Peak rank
40

First hit in 48.1% of 1,808 rounds. Won 56.4% of the rounds they struck first, 50.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.4% of rounds, against 3.7% in their other rounds.
  • Against Lau: attacks straight away in 51.6% of rounds, against 34.5% against everyone else.
  • After winning a round: backs off first in 34.8% of rounds, against 23.1% after losing one.
  • In round 4 or later: opens with “66P Morotezuki” in 10.9% of rounds, against 6.2% in their other rounds.
  • Against Lau: opens with “6P Hiji'ate” in 21.2% of rounds, against 9.0% against everyone else.
  • After opening the round before with “forward dash into evade up”: opens with “forward dash into evade up” in 15.3% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “6P Hiji'ate” in 15.7% of rounds, against 10.3% after winning one.

How is this tested?

Hiji'ate6P21411.8%
Morotezuki66P1347.4%
backdash into evade up894.9%
forward dash into evade up794.4%
backdash into evade down774.2%
Zangeki33P into forward movement522.9%
backward movement into Hiji'ate6P462.5%
forward dash into throw escape452.5%
kickK412.3%
forward dash into evade down382.1%
backdash into throw escape311.7%
forward dash into Hiji'ate6P281.6%
Sokubi Otoshi41236P into forward movement261.4%
Morotezuki66P into Morote Tsuppari66PP251.4%
backdash into kickK251.4%

204 further openings account for the other 862 rounds.

Counted from 451 of the 659 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
Lau26–39 · 40%16–14 · 53%too few to test
Akira20–9 · 69%8–1 · 89%too few to test
Jacky8–14 · 36%7–7 · 50%too few to test
Shun12–9 · 57%8–3 · 73%too few to test
Wolf9–6 · 60%5–2 · 71%too few to test
Jean12–8 · 60%5–2 · 71%too few to test
Kage1–8 · 11%11–4 · 73%too few to test
Aoi6–10 · 38%9–1 · 90%too few to test
Pai9–9 · 50%2–2 · 50%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.

208 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?

Jean

Career
389–334 · 53.8%
This season
190 matches · 55.8%
Peak rank
34

First hit in 47.9% of 578 rounds. Won 59.9% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.7% of rounds, against 3.9% in their other rounds.
  • After opening the round before by moving in: moves in first in 39.8% of rounds, against 13.7% after anything else.
  • After winning a round: backs off first in 59.2% of rounds, against 40.8% after losing one.
  • Against Sarah: opens with “backdash into throw escape” in 24.6% of rounds, against 2.5% against everyone else.

How is this tested?

backdash into evade down488.3%
backdash into evade up457.8%
backdash into throw escape274.7%
forward dash into evade up274.7%
backdash into Kake'uchi46P213.6%
Gyaku Seikenzuki66P142.4%
backdash into throwP+G142.4%
backdash into Hizageri4K132.2%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK111.9%
forward dash into throw escape101.7%
guardG into evade down101.7%
Nozuchi1P+K into guardG91.6%
backdash into Doumawashi Kaitengeri46K+G91.6%
crouch into Tate'enpi~Tenkai Hizageri33PK91.6%
forward movement into punchP91.6%

147 further openings account for the other 304 rounds.

Counted from 140 of the 190 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Jean

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–10 · 47%5–2 · 71%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.

50 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?

Jacky

Career
181–125 · 59.1%
This season
51 matches · 66.7%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1312.5%
backdash into evade up1110.6%
backdash into Spin Heel Sword4K+G65.8%
backdash into kickK65.8%
Dash Hammer Kick66K54.8%
backdash into Beat KnuckleP+K43.9%
crouch into Low Spin Kick1K+G32.9%
forward movement into Punch High KickPK32.9%
guardG into evade down32.9%
Groin Kick6K+G21.9%
Low Spin Kick1K+G into guardG21.9%
backdash into Side Hook Turn44P21.9%
backdash into Smash Straight3P21.9%
backward movement into evade up21.9%
forward dash into evade down21.9%

35 further openings account for the other 38 rounds.

Counted from 27 of the 51 matches played. The rest were not pulled for openings.

Akira

Career
110–72 · 60.4%
This season
21 matches · 71.4%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into forward dash721.9%
Senzankou66P+K into throwP+G721.9%
Rimon Chouchu66P39.4%
backdash into evade down26.2%
throwP+G26.2%
Rimon Chouchu66P into backdash13.1%
Yakuho Chouchu666P into evade down13.1%
backdash into Hekishou43P13.1%
backdash into ZanshuK+G13.1%
backdash into evade up13.1%
backward movement into kickK13.1%
crouch dash back into Jouho Senshou46P13.1%
crouch dash back into Jouho Touken6P13.1%
forward dash into crouch13.1%
forward movement into Souka Housui3P+K13.1%

1 further openings account for the other 1 rounds.

Counted from 8 of the 21 matches played. The rest were not pulled for openings.

Lau

Career
82–30 · 73.2%
This season
8 matches · 100.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up623.1%
backdash into Touku Kosenkyaku9K519.2%
backdash into evade down415.4%
backdash into Junho Chushou33P27.7%
crouch into Honshin Hekiken1P+K27.7%
Senchutai3K into guardG13.9%
Touku Shashou897P+K13.9%
backdash into Hou'ou Soushou6PP13.9%
backdash into Sako Soushou4P+K13.9%
crouch into Senchutai3K13.9%
forward dash into Hou'ou Soushou6PP13.9%
forward dash into Souchuken2P13.9%

Counted from 7 of the 8 matches played. The rest were not pulled for openings.

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 (30 here; about 1.5 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
  • Jean: 4 of 14 tests hold up
  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)