VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

dan-d-oya-g

  • El Blaze
  • Kage
Career matches587
Career win rate35.6%
Round win rate40.8%
Peak rank22
Distinct opponents44
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1066 #3,625 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

Jeffry2237815322540.5%
El Blaze212085615226.9%
Kage121010.0%

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

336 of 336 rounds counted

9.0 inputs a second (540 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.9535186
El Blaze9.0540141
Kage10.56309

By opponent's character

Akira9.255475
Shun9.858539
Lau8.450735
Aoi8.551133
Wolf9.758024
Goh9.054322
Lion8.450718
Jeffry8.751914
Pai8.148517
Eileen8.651812
El Blaze10.663412
Sarah8.249111
Jacky10.66355
Jean9.25528
Kage8.95328
Lei Fei7.24323

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

Akira2071335.0%+0.4
Shun105550.0%+19.9
Lau95455.6%+15.6
Aoi81712.5%-25.1
Wolf62433.3%-6.9
Goh52340.0%+4.1
Lion51420.0%-7.0
Jeffry41325.0%-9.2
Pai41325.0%-0.1
Eileen31233.3%-10.1
El Blaze31233.3%+8.3
Sarah31233.3%-5.8
Jacky21150.0%+5.7
Jean2020.0%-48.5
Kage220100.0%+65.1
Lei Fei1010.0%-59.2

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

Half Fence156940.0%+13.3
Open125741.7%+7.7
Rectangle103730.0%-3.1
Low Fence93633.3%-3.0
Octagon95455.6%+22.0
Full Fence and Open81712.5%-22.2
Breakable Full Fence72528.6%-18.5
Breakable Half Fence62433.3%-10.1
Full Fence53260.0%+12.4
Single Wall41325.0%-4.0

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
Walls5240.4%36.6%+3.8
No walls2536.0%34.4%+1.6

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

Leejang (Rank 23)2026/10/1851420.0%
JackRussellチビ助 (Rank 22)2026/10/182020.0%
naowai (Rank 21)2026/10/1843175.0%
ゆづ (Rank 19)2026/10/182020.0%
(Anonymous_Shadow_In_Binary) (Rank 21)2026/10/18110100.0%
yasai (Rank 22)2026/10/182020.0%
時宣院日要 (Rank 21)2026/10/1631233.3%
みらめたる (Rank 23)2026/10/1684450.0%
ぶー (Rank 21)2026/10/0952340.0%
a39611619 (Rank 21)2026/10/09220100.0%
Jyuryoku_Eileen (Rank 22)2026/10/093030.0%
RECOBA20 (Rank 16)2026/10/091010.0%
MAXマンピー (Rank 21)2026/10/06110100.0%
トローリロートル (Rank 24)2026/09/2731233.3%
nekota (Rank 24)2026/09/272020.0%
きつね (Rank 23)2026/09/141010.0%
委員ちょ (Rank 21)2026/09/1431233.3%
y.o.y (Rank 21)2026/09/1331233.3%
Fuji-Atsuka (Rank 21)2026/09/0532166.7%
akki (Rank 20)2026/09/05220100.0%
安全パイ (Rank 24)2026/09/0531233.3%
mikkunn3277 (Rank 23)2026/08/2331233.3%
nourusu (Rank 26)2026/08/232020.0%
サンダー8 (Rank 21)2026/08/2121150.0%
du (Rank 16)2026/07/2421150.0%

Round openings

Every character

backdash into Head Attack46P+K3216.4%
crouch into down-back kick1K2613.3%
backdash into Side Kick3K136.7%
crouch into Double Upper3PP105.1%
backdash into punchP63.1%
crouch into Side Kick3K63.1%
Dash Elbow66P into Dash Elbow Upper66PP52.6%
Knee Attack6K52.6%
forward dash into evade down52.6%
crouch into Low Knuckle2P42.0%
evade up42.0%
forward dash into Elbow Hammer6PP42.0%
backdash into Full Swing Double Hammer41236P+K31.5%
backdash into Knee Push Wild Hook4KP31.5%
backdash into Combo Pile BunkerPKP21.0%

57 further openings account for the other 67 rounds.

Jeffry

Career
153–225 · 40.5%
This season
49 matches · 36.7%
Peak rank
22

First hit in 50.0% of 186 rounds. Won 34.4% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Head Attack46P+K3217.2%
crouch into down-back kick1K2614.0%
backdash into Side Kick3K137.0%
crouch into Double Upper3PP105.4%
backdash into punchP63.2%
crouch into Side Kick3K63.2%
Dash Elbow66P into Dash Elbow Upper66PP52.7%
Knee Attack6K52.7%
crouch into Low Knuckle2P42.1%
evade up42.1%
forward dash into Elbow Hammer6PP42.1%
forward dash into evade down42.1%
backdash into Full Swing Double Hammer41236P+K31.6%
backdash into Knee Push Wild Hook4KP31.6%
backdash into Combo Pile BunkerPKP21.1%

50 further openings account for the other 59 rounds.

Kage

Career
0–1 · 0.0%
This season
2 matches · 50.0%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Shippuzan3PP222.2%
Kodachinuki4K into Ryubigeri4KK111.1%
Nakageri3K into Nirenkyaku3KK111.1%
Ura Tsumujigeri44K into Kodachinuki4K111.1%
backdash into Ryubigeri4KK111.1%
backdash into Ura Tsumujigeri44K111.1%
crouch into Surigeri2K111.1%
forward dash into evade down111.1%

Not counted here: El Blaze. Their matches 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

  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)