VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

banpal/バンパル

  • Kage
  • Goh
Career matches13,593
Career win rate50.2%
Round win rate50.3%
Peak rank41
Distinct opponents303
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1665 #973 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

Jeffry388,6034,2914,31249.9%
Kage414,1402,0692,07150.0%
Goh3081443537953.4%
Jacky—36241266.7%

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

3,300 of 4,185 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.43873,157
Kage6.9416121
Goh7.142622

By opponent's character

Akira6.7399452
Jacky6.5392376
Jean6.2372273
Kage6.6396243
Shun6.6395217
Goh6.4383201
Jeffry6.7399199
Brad6.2372172
Vanessa6.5390138
Aoi6.2371113
Wolf6.3376146
Pai6.7403120
Sarah6.5393128
Lei Fei6.5390111
El Blaze6.5389101
Lion6.539285
Eileen5.935670
Lau6.237480
Taka6.237241
Dural6.840534

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

Akira146747250.7%-2.5
Jacky105555052.4%+4.7
Jean74393552.7%-1.9
Kage73373650.7%+1.9
Shun68303844.1%-6.3
Goh65382758.5%+6.2
Jeffry63283544.4%-8.2
Brad60293148.3%-3.7
Vanessa48202841.7%-7.8
Aoi45351077.8%+29.4
Wolf45232251.1%-5.8
Pai40211952.5%-0.1
Sarah38271171.0%+19.9
Lei Fei37221559.5%+7.5
El Blaze30131743.3%-7.5
Lion29121741.4%-4.6
Eileen26111542.3%-5.0
Lau24121250.0%-0.1
Taka1331023.1%-19.6
Dural92722.2%-37.9

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Open120695157.5%+6.3
Full Fence116605651.7%+1.9
Octagon115565948.7%-3.5
Single Wall114635155.3%+4.8
Half Fence100524852.0%+3.2
Breakable Full Fence96514553.1%+3.4
Breakable Half Fence90405044.4%-12.4
Low Fence90395143.3%-9.1
Rectangle84444052.4%+2.4
Full Fence and Open42251759.5%+5.3

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
Walls60150.4%51.1%-0.7
No walls32452.8%51.5%+1.3

Walls against open: -2.0 points (95% range -8.8 to +4.8), p 0.573 — 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

JoonJoon (Rank 36)2026/10/02117463.6%
ENGLID (Rank 38)2026/09/27105550.0%
대통령혀가참길다. (Rank 37)2026/09/2781712.5%
マハリータまるこ (Rank 40)2026/09/2798188.9%
stepan_BVFA (Rank 38)2026/09/27125741.7%
타우끼/taukee (Rank 35)2026/09/27125741.7%
ヘニオ (Rank 35)2026/09/2397277.8%
NORESPECT (Rank 36)2026/09/17147750.0%
Choi_Akira (Rank 38)2026/09/1725131252.0%
guigui8393 (Rank 35)2026/09/1525131252.0%
★闘将拉麵男★ (Rank 41)2026/09/15104640.0%
ドランクン//Konpay (Rank 39)2026/09/15115645.5%
ねこむーと (Rank 38)2026/09/14169756.2%
무파ZeroBlue (Rank 34)2026/09/05114736.4%
danimura (Rank 34)2026/08/2921111052.4%
津古さん (Rank 38)2026/08/28149564.3%
IkebukuroSarah (Rank 36)2026/08/25106460.0%
FreddieKing (Rank 35)2026/08/251510566.7%
zaduhkj (Rank 34)2026/08/18157846.7%
躑躅 (Rank 34)2026/08/03148657.1%
elf4sale (Rank 33)2026/07/27116554.5%
テクノモデル (Rank 34)2026/07/20115645.5%
GOGOPEKAaa (Rank 33)2026/07/10114736.4%
duke_nomu3_zebra (Rank 36)2026/05/2694544.4%
구닥스트렌져 (Rank 33)2026/05/18103730.0%

Round openings

Every character

guardG40710.1%
Knee Push4K3408.5%
Ducking Low2K+G3187.9%
crouch into Ducking Low2K+G2105.2%
crouch dash forward into throwP+G2015.0%
backdash into guardG1754.3%
crouch dash forward into guardG1523.8%
backdash into Tsunami Beat3K+G1483.7%
backdash1473.7%
evade up into guardG1473.7%
guardG into backdash1343.3%
crouch into Tsunami Beat3K+G1082.7%
punchP1022.5%
crouch dash forward into Knee Attack6K952.4%
backdash into Scoop Kick4K+G872.2%

229 further openings account for the other 1,250 rounds.

Counted from 996 of the 1,038 matches played. The rest were not pulled for openings.

Jeffry

Career
4,291–4,312 · 49.9%
This season
1,002 matches · 51.6%
Peak rank
38

First hit in 47.9% of 3,855 rounds. Won 55.1% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 31.2% of rounds, against 25.7% in their other rounds.
  • Against Akira: backs off first in 31.0% of rounds, against 17.0% against everyone else.
  • On Rectangle stages: moves in first in 22.3% of rounds, against 14.4% on the other stages.
  • After losing a round: attacks straight away in 35.3% of rounds, against 21.3% after winning one.
  • When behind: attacks straight away in 34.6% of rounds, against 23.0% when ahead or level.
  • In round 4 or later: opens with “4K Knee Push” in 12.0% of rounds, against 7.7% in their other rounds.
  • Against Wolf: opens with “4K Knee Push” in 22.4% of rounds, against 8.2% against everyone else.
  • After losing a round: opens with “4K Knee Push” in 15.0% of rounds, against 6.1% after winning one.
  • When behind: opens with “4K Knee Push” in 14.4% of rounds, against 6.9% when ahead or level.

How is this tested?

guardG40110.4%
Knee Push4K3408.8%
Ducking Low2K+G3188.2%
crouch into Ducking Low2K+G2105.4%
crouch dash forward into throwP+G2015.2%
backdash into guardG1684.3%
crouch dash forward into guardG1493.9%
backdash into Tsunami Beat3K+G1483.8%
evade up into guardG1433.7%
backdash1423.7%
guardG into backdash1333.4%
crouch into Tsunami Beat3K+G1082.8%
punchP992.6%
crouch dash forward into Knee Attack6K952.5%
backdash into Scoop Kick4K+G872.2%

189 further openings account for the other 1,127 rounds.

Counted from 960 of the 1,002 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira42–45 · 48%20–13 · 61%-11.6
Jacky24–22 · 52%22–16 · 58%-5.4
Jean23–16 · 59%11–8 · 58%too few to test
Goh27–19 · 59%7–5 · 58%too few to test
Jeffry17–22 · 44%8–8 · 50%too few to test
Shun18–20 · 47%10–9 · 53%too few to test
Brad13–16 · 45%12–14 · 46%too few to test
Kage20–18 · 53%7–7 · 50%too few to test
Vanessa10–13 · 43%8–6 · 57%too few to test
Aoi16–4 · 80%11–4 · 73%too few to test
Wolf10–13 · 43%9–5 · 64%too few to test
Sarah19–6 · 76%6–5 · 55%too few to test
Pai16–9 · 64%4–4 · 50%too few to test
Lei Fei8–9 · 47%8–3 · 73%too few to test
El Blaze5–7 · 42%5–9 · 36%too few to test
Lion10–9 · 53%1–4 · 20%too few to test
Eileen8–6 · 57%0–7 · 0%too few to test
Lau6–6 · 50%3–5 · 38%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

42 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?

Kage

Career
2,069–2,071 · 50.0%
This season
31 matches · 35.5%
Peak rank
41

First hit in 50.0% of 130 rounds. Won 43.1% of the rounds they struck first, 38.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ryu'eikyaku66K1410.8%
crouch into Surigeri2K129.2%
Hagakure-ryu In Raijingeki46P+K96.9%
backdash into Furikakato OtoshiK+G86.2%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP64.6%
Surigeri2K64.6%
guardG53.9%
backdash into guardG43.1%
evade up into Furikakato OtoshiK+G43.1%
evade up into guardG43.1%
Hagakure-ryu In Raijingeki46P+K into punchP32.3%
ResshouPP into RekkukyakuPPK32.3%
backdash32.3%
backdash into Ryu'eikyaku66K32.3%
backdash into forward dash32.3%

32 further openings account for the other 43 rounds.

Goh

Career
435–379 · 53.4%
This season
5 matches · 60.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG313.6%
Kirin33P29.1%
backdash29.1%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G14.5%
backdash into Karura4P+K14.5%
backdash into Ropputsubushi6P+K14.5%
backdash into backward movement14.5%
backward movement into guardG14.5%
crouch dash forward into Maegeri3K14.5%
crouch dash forward into guardG14.5%
crouch into Kirin33P14.5%
evade down into backward movement14.5%
evade up into Soukyu46P14.5%
evade up into throwP+G14.5%
guardG14.5%

3 further openings account for the other 3 rounds.

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 (18 here; about 0.9 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

  • Jeffry: 9 of 18 tests hold up
  • Kage: not tested (too few rounds)
  • Goh: not tested (too few rounds)