VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Jeffry

to4-t73

  • Sarah
  • Vanessa
Career matches537
Career win rate31.1%
Round win rate28.9%
Peak rank21
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1001 #3,670 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

Jeffry2146314032330.2%
Sarah1660253541.7%
Vanessa161421214.3%

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

353 of 449 rounds counted

5.9 inputs a second (354 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.8345302
Sarah6.539233
Vanessa7.042318

By opponent's character

Akira5.734256
Jacky6.337645
Sarah6.035741
Pai6.740324
Wolf5.834633
Kage5.834933
Lion5.734411
El Blaze6.136826
Shun5.533126
Jeffry5.935419
Jean5.53336
Aoi5.43229
Lei Fei5.733911
Vanessa5.633810
Taka6.84113

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

Akira1841422.2%+3.4
Jacky181175.6%-14.7
Sarah1321115.4%-0.2
Pai101910.0%-20.8
Wolf91811.1%-9.8
Kage8080.0%-13.4
Lion83537.5%+14.4
El Blaze76185.7%+55.3
Shun71614.3%+5.4
Jeffry51420.0%-9.5
Jean4040.0%-4.0
Aoi32166.7%+48.1
Goh3030.0%-8.4
Lei Fei31233.3%+14.2
Vanessa2020.0%-28.5
Brad1010.0%-1.5
Taka1010.0%-1.0

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 Fence2141719.1%+2.0
Single Wall2071335.0%+19.5
Half Fence1531220.0%-8.4
Octagon1321115.4%-3.8
Full Fence111109.1%-5.1
Rectangle112918.2%+2.7
Full Fence and Open72528.6%+9.1
Open7070.0%-5.6
Breakable Half Fence5050.0%-37.0
Breakable Full Fence4040.0%-17.5

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
Walls5913.6%20.7%-7.2
No walls4822.9%16.2%+6.7

Walls against open: -13.9 points (95% range -31.2 to +3.5), p 0.118 — 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

格雷希欧 (Rank 24)2026/06/106060.0%
dalmax72 (Rank 21)2026/06/071331023.1%
6132da (Rank 21)2026/06/062020.0%
omuretukun (Rank 21)2026/06/062020.0%
a39611619 (Rank 22)2026/06/0562433.3%
Rosagigantea (Rank 10)2026/06/054040.0%
aaaaa114270 (Rank 24)2026/06/032020.0%
サーちゃん (Rank 22)2026/05/2752340.0%
ttfour@サラしかできないw (Rank 23)2026/05/272020.0%
kouchant0051 (Rank 21)2026/05/2731233.3%
yasai (Rank 24)2026/05/2721150.0%
我的名字叫顺溜 (Rank 23)2026/05/274040.0%
廿撚二 (Rank 24)2026/05/2532166.7%
RUSH (Rank 35)2026/05/232020.0%
ぽん (Rank 21)2026/05/23100100.0%
MikuMartineau (Rank 31)2026/05/224040.0%
chiaroscuro (Rank 39)2026/05/202020.0%
2P受害者訪談:100%邪教成員 (Rank 21)2026/05/20220100.0%
ぬ (Rank 10)2026/05/20660100.0%
黒鵜なぎ@Vtuber (Rank 31)2026/05/162020.0%
ゲッパー (Rank 36)2026/05/162020.0%
だめルート (Rank 16)2026/05/0641325.0%
インドラー (Rank 14)2026/05/063030.0%
fuyua (Rank 12)2026/05/0632166.7%
ポップコーンの悪魔。 (Rank 42)2026/04/244040.0%

Round openings

Every character

Knee Push4K into Knee Push Wild Hook4KP5211.6%
Body CrushP+K into Double CrushP+KP419.1%
punchP into Knuckle KickPK347.6%
Middle Hell Stab6P+K327.1%
Heavy Back Knuckle4P into Stomach Destroyer4PK276.0%
kickK into Stunner KnuckleKP184.0%
punchP into Punch High KickPK153.3%
Hammer Slide1P into Grizzly Hammer1PP92.0%
Rising Elbow6P into Elbow Side Chop6PP81.8%
Body CrushP+K71.6%
Scoop Kick4K+G71.6%
evade down into guardG61.3%
evade up61.3%
Destruction WaveK+G51.1%
Drop Anchor1K+G51.1%

113 further openings account for the other 177 rounds.

Jeffry

Career
140–323 · 30.2%
This season
102 matches · 18.6%
Peak rank
21

First hit in 47.4% of 380 rounds. Won 30.0% of the rounds they struck first, 27.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP5213.7%
Body CrushP+K into Double CrushP+KP4110.8%
punchP into Knuckle KickPK348.9%
Middle Hell Stab6P+K328.4%
Heavy Back Knuckle4P into Stomach Destroyer4PK277.1%
kickK into Stunner KnuckleKP184.7%
Hammer Slide1P into Grizzly Hammer1PP92.4%
Body CrushP+K71.8%
Scoop Kick4K+G71.8%
evade down into guardG61.6%
evade up61.6%
Destruction WaveK+G51.3%
Drop Anchor1K+G51.3%
Ducking Low2K+G51.3%
Elbow Butt6P51.3%

77 further openings account for the other 121 rounds.

Sarah

Career
25–35 · 41.7%
This season
14 matches · 28.6%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Punch High KickPK1529.4%
Rising Elbow6P into Elbow Side Chop6PP815.7%
Back Knuckle4P into Serpent Rage4PK35.9%
Breeze Shot6P+K into Wind Knuckle6P+KP35.9%
Double Rise Kick4P+K23.9%
Hide Side Kick (Deflect)P+K into kickK23.9%
Jackknife Kick3K23.9%
Jackknife Kick3K into Jackknife Middle Kick3KK23.9%
punchP into Switch Kick4K23.9%
Back Spin KickK+G into Reverse High KickK+GK12.0%
Forward Slide6P+K+G into Altro StilettoK12.0%
Hide Side Kick (Deflect)P+K into Jab StraightPP12.0%
Queen Bee Needle66K+G12.0%
Round Kick8K+G into Back Spin KickK+G12.0%
Snap Side Chop3P into Setup Combination3PK12.0%

6 further openings account for the other 6 rounds.

Vanessa

Career
2–12 · 14.3%
This season
4 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Heel Kick316.7%
Defensive Style: punch211.1%
Defensive Style: Bone Crush Middle15.6%
Defensive Style: Boomerang Hook15.6%
Defensive Style: Heavy Hook into Heavy Hook ComboP+KP15.6%
Defensive Style: Heavy Impact15.6%
Defensive Style: back kick into punchP15.6%
Defensive Style: evade down15.6%
Defensive Style: forward punch+kick into punchP15.6%
Defensive Style: guard into throw escape15.6%
Defensive Style: kick15.6%
Defensive Style: kick into Jab~BodyPP15.6%
Defensive Style: kick into punchP15.6%
Defensive Style: punch into Jab~BodyPP15.6%
Defensive Style: punch into crouch15.6%

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 (15 here; about 0.8 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: 0 of 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)