VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

siesuu

  • Vanessa
  • Brad
Career matches5,489
Career win rate50.3%
Round win rate48.8%
Peak rank32
Distinct opponents246
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1510 #1,945 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

Jeffry324,5172,2632,25450.1%
Vanessa2896149346851.3%
Brad26113827.3%

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

3,429 of 3,863 rounds counted

8.0 inputs a second (477 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.14832,978
Vanessa7.3441444
Brad7.74647

By opponent's character

Akira7.9472478
Jeffry8.0480334
Wolf8.2492261
Jacky8.0481251
Jean8.3495237
Pai7.7462237
Goh7.9475208
Sarah8.0482169
Lau7.8470192
Kage7.6458172
Shun7.9474162
El Blaze8.1484145
Aoi8.249099
Brad8.2494101
Lion7.846797
Lei Fei7.746365
Dural8.249183
Vanessa7.746254
Taka7.545059
Eileen8.047925

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

Akira125517440.8%-6.4
Jeffry90504055.6%+7.2
Wolf86424448.8%-1.8
Jacky66343251.5%+5.3
Jean63382560.3%+13.6
Pai63283544.4%-5.2
Goh60253541.7%-4.5
Sarah52223042.3%-7.3
Lau51232845.1%-4.6
Kage45232251.1%+1.7
Shun42182442.9%-1.2
El Blaze38191950.0%+3.8
Aoi35171848.6%+0.7
Brad27171063.0%+15.9
Lion24141058.3%+6.1
Lei Fei2171433.3%-12.4
Dural2091145.0%+1.4
Vanessa1771041.2%-9.6
Taka158753.3%+9.2
Eileen71614.3%-33.2

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 Fence120576347.5%+3.4
Full Fence102465645.1%-5.3
Rectangle102455744.1%-2.8
Breakable Half Fence98435543.9%-3.6
Half Fence98485049.0%+0.5
Octagon94484651.1%+3.6
Breakable Full Fence90345637.8%-13.3
Single Wall88484054.5%+7.3
Open69393056.5%+7.3
Full Fence and Open31191261.3%+12.9

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
Walls58445.2%48.3%-3.1
No walls27752.0%46.9%+5.1

Walls against open: -8.2 points (95% range -15.6 to -0.7), p 0.032 — a difference this size is unlikely to be chance.

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

orz (Rank 30)2026/10/1638261268.4%
무파ZeroBlue (Rank 34)2026/10/16126650.0%
うをん (Rank 32)2026/10/13114736.4%
ノーマルビックアキラ (Rank 30)2026/10/11114736.4%
はげまん (Rank 29)2026/10/09105550.0%
おるが@のびしろF (Rank 31)2026/10/05113827.3%
うめおに。 (Rank 29)2026/10/0293633.3%
Gun-Interceptor (Rank 28)2026/09/23107370.0%
cokeshi (Rank 31)2026/09/1793633.3%
windowkhs (Rank 29)2026/09/17105550.0%
ガリバー (Rank 32)2026/09/17124833.3%
カミナリおやじ (Rank 27)2026/09/141221016.7%
太鼓の別人@夏Bonus無し (Rank 33)2026/09/08115645.5%
猫鼻 (Rank 31)2026/08/31148657.1%
会長さん (Rank 33)2026/08/2595455.6%
要你命3000 (Rank 26)2026/08/03159660.0%
delicioso (Rank 31)2026/07/29147750.0%
maripon (Rank 31)2026/07/2994544.4%
BANANA (Rank 30)2026/07/272061430.0%
ヘニオ (Rank 33)2026/07/2782625.0%
imhanzo (Rank 26)2026/07/241914573.7%
twinsshine (Rank 27)2026/07/1197277.8%
鳩男 (Rank 28)2026/06/0884450.0%
manao_0609 (Rank 27)2026/06/06106460.0%
mochi2_0918 (Rank 28)2026/05/15108280.0%

Round openings

Every character

Body CrushP+K3439.9%
backdash into Kenka Hook46P3319.6%
Knee Push4K2136.2%
evade down into guardG902.6%
crouch into Ducking Low2K+G802.3%
Elbow Butt6P into Elbow Hammer6PP581.7%
backdash into Head Attack46P+K581.7%
crouch dash forward into guardG571.6%
evade up into crouch dash forward541.6%
backdash into guardG441.3%
guardG into evade down421.2%
Kenka Hook46P411.2%
Defensive Style: Back Charge Kick391.1%
evade down into throw escape391.1%
backdash into evade up381.1%

519 further openings account for the other 1,929 rounds.

Counted from 848 of the 947 matches played. The rest were not pulled for openings.

Jeffry

Career
2,263–2,254 · 50.1%
This season
831 matches · 48.6%
Peak rank
32

First hit in 52.6% of 3,007 rounds. Won 53.4% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 33.1% of rounds, against 21.0% in their other rounds.
  • After losing a round: evades first in 21.9% of rounds, against 10.2% after winning one.
  • When behind: evades first in 22.3% of rounds, against 13.4% when ahead or level.
  • In round 3: opens with “4K Knee Push” in 10.7% of rounds, against 5.9% in their other rounds.
  • After losing a round: opens with “evade down into G guard” in 4.0% of rounds, against 1.0% after winning one.
  • When ahead: opens with “P+K Body Crush” in 14.2% of rounds, against 9.9% when level or behind.

How is this tested?

Body CrushP+K34311.3%
backdash into Kenka Hook46P33110.9%
Knee Push4K2137.0%
evade down into guardG903.0%
crouch into Ducking Low2K+G802.6%
Elbow Butt6P into Elbow Hammer6PP581.9%
backdash into Head Attack46P+K581.9%
crouch dash forward into guardG571.9%
evade up into crouch dash forward541.8%
backdash into guardG441.4%
Kenka Hook46P411.4%
guardG into evade down411.4%
evade down into throw escape391.3%
backdash into evade up381.3%
punchP381.3%

363 further openings account for the other 1,500 rounds.

Counted from 738 of the 831 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
Akira18–40 · 31%12–16 · 43%too few to test
Jeffry29–23 · 56%11–10 · 52%too few to test
Wolf20–23 · 47%9–6 · 60%too few to test
Jacky16–18 · 47%7–7 · 50%too few to test
Jean22–9 · 71%8–4 · 67%too few to test
Goh12–21 · 36%5–6 · 45%too few to test
Pai12–19 · 39%3–3 · 50%too few to test
Lau8–14 · 36%8–2 · 80%too few to test
Sarah6–11 · 35%10–8 · 56%too few to test
Shun12–11 · 52%4–8 · 33%too few to test
El Blaze8–12 · 40%8–5 · 62%too few to test
Aoi12–10 · 55%5–3 · 62%too few to test
Brad8–3 · 73%7–5 · 58%too few to test
Kage11–7 · 61%2–1 · 67%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.

93 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?

Vanessa

Career
493–468 · 51.3%
This season
114 matches · 43.0%
Peak rank
28

First hit in 27.1% of 424 rounds. Won 57.4% of the rounds they struck first, 41.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 26.9% of rounds, against 11.9% in their other rounds.

How is this tested?

Defensive Style: Back Charge Kick399.2%
Defensive Style: evade down into guardG225.2%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP184.2%
Offensive Style: forward movement into kickK163.8%
Defensive Style: evade up into evade down153.5%
Defensive Style: Stinger Low Blow143.3%
Defensive Style: backdash into Heel Kick6K+G143.3%
Defensive Style: guard112.6%
Defensive Style: guard into evade down112.6%
Offensive Style: backdash into Pile Bunker6P+K102.4%
Defensive Style: Sliding Low Kick92.1%
Offensive Style: punch into One TwoPP81.9%
Offensive Style: Back Charge Kick71.6%
Defensive Style: Spinning Savate into Hind Back Spin KickK+G61.4%
Defensive Style: backdash into evade up61.4%

137 further openings account for the other 218 rounds.

Counted from 108 of the 114 matches played. The rest were not pulled for openings.

Brad

Career
3–8 · 27.3%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Pap Sawk Kao46K+G228.6%
evade down into Elbow Hook6P114.3%
forward dash into evade down114.3%
guardG into Spine Whip4P114.3%
guardG into evade down114.3%
throw escape into Sharp Shoot1P114.3%

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 (31 here; about 1.6 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: 6 of 17 tests hold up
  • Vanessa: 1 of 14 tests hold up
  • Brad: not tested (too few rounds)