VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

hiper-oji

  • Lau
  • Aoi
Career matches943
Career win rate57.5%
Round win rate51.0%
Peak rank26
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1350 #2,920 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

Taka2644126417759.9%
Lau2528116611559.1%
Aoi2322111210950.7%

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

307 of 351 rounds counted

5.1 inputs a second (307 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau5.2312139
Taka5.2314114
Aoi4.728254

By opponent's character

Pai5.030047
Akira5.432239
Sarah5.331634
Wolf5.030131
Jeffry5.331728
Kage4.929521
Lau5.331824
Shun5.130818
Aoi4.62779
Goh5.231013
Lei Fei4.728315
Lion5.43227
Brad4.62765
Dural5.43224
Eileen5.23153
El Blaze5.13074
Jacky5.13055

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

Pai145935.7%-13.1
Akira128466.7%+14.0
Sarah95455.6%+8.7
Wolf83537.5%-5.1
Jeffry72528.6%-25.7
Kage76185.7%+29.1
Lau64266.7%-10.9
Shun41325.0%-13.3
Aoi330100.0%+43.7
Goh32166.7%+16.8
Jean330100.0%+48.3
Lei Fei3030.0%-52.3
Lion31233.3%-14.2
Brad110100.0%+32.2
Dural1010.0%-31.4
Eileen1010.0%-51.1
El Blaze110100.0%+50.1
Jacky1010.0%-57.9

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

Low Fence128466.7%+19.1
Rectangle116554.5%+3.0
Breakable Half Fence95455.6%+7.9
Full Fence92722.2%-47.0
Half Fence96366.7%+19.0
Open91811.1%-32.5
Breakable Full Fence76185.7%+27.4
Full Fence and Open74357.1%+5.5
Octagon74357.1%+5.1
Single Wall62433.3%-21.7

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
Walls5255.8%54.3%+1.5
No walls2740.7%47.6%-6.9

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

CatOnPocket.Wired.NAT1 (Rank 27)2026/10/1221150.0%
mitorakujo (Rank 27)2026/10/1131233.3%
拳拳體爆光 (Rank 22)2026/10/1154180.0%
a39611619 (Rank 21)2026/10/0542250.0%
Sinabro (Rank 29)2026/09/2532166.7%
ゅろぽ (Rank 24)2026/09/22134930.8%
Recordingthematch (Rank 25)2026/09/1563350.0%
HoAssYoAss (Rank 25)2026/08/2742250.0%
Wonda15426 (Rank 27)2026/08/24110100.0%
t20 (Rank 10)2026/08/2321150.0%
無槪念野獸/무개념야수 (Rank 27)2026/08/213030.0%
Insanerr (Rank 21)2026/08/03330100.0%
ファミっ子大集合 (Rank 21)2026/08/0221150.0%
まろんた (Rank 24)2026/07/24110100.0%
あつあげ (Rank 30)2026/07/20220100.0%
nr636 (Rank 24)2026/07/1921150.0%
μ (Rank 26)2026/07/0221150.0%
T-J-J (Rank 22)2026/06/2931233.3%
ばくちーラウ (Rank 21)2026/06/281010.0%
トマト牛乳♪ (Rank 27)2026/06/282020.0%
我的名字叫顺溜 (Rank 22)2026/06/16110100.0%
hapiken (Rank 24)2026/06/161010.0%
忘本朱の父 (Rank 27)2026/05/10220100.0%
doublehighz (Rank 22)2026/05/04220100.0%
healthnova (Rank 11)2026/03/30220100.0%

Round openings

Every character

guardG237.4%
Honshin Hekiken1P+K134.2%
evade up into Junho Renshou33PP134.2%
guardG into evade up113.5%
guardG into Mawashi Harite44P82.6%
guardG into evade down82.6%
kickK82.6%
Tsuppari 2PP into Tsuppari 3PPP72.2%
evade up into crouch dash forward72.2%
Mawashi Harite44P51.6%
Souko Sensou66P+K51.6%
Tenchi In'youP+K+G51.6%
backdash into Honshin Hekiken1P+K51.6%
evade down into guardG51.6%
guardG into Souko Sensou66P+K51.6%

110 further openings account for the other 183 rounds.

Counted from 77 of the 87 matches played. The rest were not pulled for openings.

Lau

Career
166–115 · 59.1%
This season
43 matches · 53.5%
Peak rank
25

First hit in 41.3% of 143 rounds. Won 49.1% of the rounds they struck first, 52.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Hekiken1P+K138.8%
evade up into Junho Renshou33PP138.8%
guardG85.4%
Souko Sensou66P+K53.4%
backdash into Honshin Hekiken1P+K53.4%
guardG into Souko Sensou66P+K53.4%
guardG into evade up53.4%
backdash into Kosoushou46P42.7%
crouch into Kasoutai2K42.7%
guardG into evade down42.7%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK32.0%
Shakashou3P into RenshouPP32.0%
Tenshin EngekishouP+K32.0%
crouch into Ko'en TenshinkyakuKK32.0%
evade up into Souko Sensou66P+K32.0%

52 further openings account for the other 67 rounds.

Counted from 37 of the 43 matches played. The rest were not pulled for openings.

Taka

Career
264–177 · 59.9%
This season
31 matches · 54.8%
Peak rank
26

First hit in 50.9% of 118 rounds. Won 58.3% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1210.2%
guardG into Mawashi Harite44P86.8%
kickK86.8%
Tsuppari 2PP into Tsuppari 3PPP75.9%
Mawashi Harite44P54.2%
Shita Harite2P43.4%
crouch into Shita Harite2P43.4%
evade down into Mawashi Harite44P43.4%
guardG into evade up43.4%
punchP into Tsuppari 2PP43.4%
Sokubi Otoshi41236P32.5%
crouch into Zangeki33P32.5%
evade down into crouch dash forward32.5%
evade up into Mawashi Harite44P32.5%
guardG into evade down32.5%

34 further openings account for the other 43 rounds.

Counted from 29 of the 31 matches played. The rest were not pulled for openings.

Aoi

Career
112–109 · 50.7%
This season
13 matches · 38.5%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G511.1%
crouch into Ryusen Soushou39P+KP48.9%
evade up into crouch dash forward48.9%
crouch into Maegeri3K36.7%
crouch into Sodeshinken33P+K36.7%
guardG36.7%
NirentotsuPP into Nirentotsu OuchuPPP24.4%
Sou'unha66K24.4%
guardG into evade up24.4%
Maegeri3K12.2%
Sodeshinken33P+K12.2%
backdash into Sou'unha66K12.2%
crouch into Ryusen3P+K12.2%
crouch into evade down12.2%
evade down12.2%

11 further openings account for the other 11 rounds.

Counted from 11 of the 13 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Aoi: not tested (too few rounds)