VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

ミスタークレげマン

  • Jeffry
  • Dural
Career matches1,331
Career win rate62.1%
Round win rate52.1%
Peak rank35
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1706 #778 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

Taka—73345927462.6%
Dural3538922816158.6%
Jeffry342071386966.7%
Shun—220100.0%

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

109 of 466 rounds counted

6.1 inputs a second (363 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural6.1363109

By opponent's character

Jacky6.237215
Sarah5.633811
Akira6.13665
El Blaze6.438716
Wolf6.740210
Lion6.13677
Goh6.036013
Kage5.734216
Eileen5.633713
Shun6.43843

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

Jacky2112957.1%+9.1
Sarah126650.0%-7.6
Akira105550.0%+0.8
Brad95455.6%+1.6
El Blaze95455.6%+4.8
Wolf95455.6%-6.5
Vanessa76185.7%+35.4
Lion63350.0%+2.6
Goh51420.0%-34.8
Kage53260.0%+11.1
Aoi42250.0%+3.1
Lau4040.0%-63.3
Eileen31233.3%-28.5
Shun330100.0%+53.4
Jeffry21150.0%-2.8
Lei Fei21150.0%-13.5
Taka21150.0%-15.9
Dural110100.0%+51.2
Jean1010.0%-44.3

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 Fence146842.9%-14.7
Octagon137653.9%+4.8
Breakable Full Fence128466.7%+14.0
Breakable Half Fence124833.3%-17.5
Half Fence124833.3%-20.0
Rectangle129375.0%+21.0
Full Fence116554.5%+6.7
Open116554.5%-2.6
Single Wall84450.0%-7.4
Full Fence and Open76185.7%+36.7

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
Walls7252.8%51.5%+1.3
No walls3348.5%56.4%-7.9

Walls against open: +9.3 points (95% range -13.6 to +32.1), p 0.426 — 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

寿司眼鉄 (Rank 35)2026/06/1552340.0%
ayunii216 (Rank 38)2026/05/2531233.3%
躑躅 (Rank 32)2026/05/2584450.0%
FoooooL (Rank 33)2026/05/2531233.3%
ぼっさん (Rank 33)2026/05/252020.0%
フルレバ (Rank 35)2026/05/2565183.3%
ぱお (Rank 35)2026/05/2541325.0%
REDdog.狂犬 (Rank 32)2026/05/1165183.3%
LEO (Rank 34)2026/05/1154180.0%
schwein777 (Rank 36)2026/05/114040.0%
五寸釘くん (Rank 35)2026/05/112020.0%
テクノモデル (Rank 35)2026/05/1163350.0%
raduakira (Rank 35)2026/04/2032166.7%
サンドイッチ (Rank 35)2026/04/2031233.3%
まさの (Rank 33)2026/04/2032166.7%
はなこ (Rank 36)2026/04/202020.0%
tacchi_ZO-3 (Rank 33)2026/04/2032166.7%
rikubon-ps (Rank 34)2026/04/20220100.0%
B.S.R-JP (Rank 30)2026/04/20220100.0%
onigiryy_14 (Rank 34)2026/04/2031233.3%
METALBUTTER (Rank 32)2026/04/20220100.0%
zephyr_dural (Rank 30)2026/04/202020.0%
もとろー (Rank 35)2026/04/20220100.0%
ねこまじん (Rank 33)2026/04/2031233.3%
mossa_n_assom (Rank 33)2026/03/2921150.0%

Round openings

Every character

evade up into crouch dash forward296.2%
forward movement into punchP286.0%
Dash Hammer Kick66K255.4%
Hi'en Tankyaku9K255.4%
Toe Kick2K204.3%
backdash into Tsunami Beat3K+G194.1%
evade up into Dash Hammer Kick66K163.4%
evade down into Dash Hammer Kick66K132.8%
Dash Hammer Kick66K into Knee Kick6K102.1%
Hi'en Tankyaku9K into guardG91.9%
crouch into Ducking Low2K+G91.9%
evade up into Ducking Low2K+G91.9%
Sunlit Body Upper3P+K81.7%
backdash into evade up81.7%
evade up into throwP+G71.5%

127 further openings account for the other 231 rounds.

Jeffry

Career
138–69 · 66.7%
This season
58 matches · 62.1%
Peak rank
34

First hit in 47.5% of 240 rounds. Won 59.6% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Toe Kick2K208.3%
backdash into Tsunami Beat3K+G197.9%
forward movement into punchP187.5%
evade up into crouch dash forward145.8%
crouch into Ducking Low2K+G93.8%
evade up into Ducking Low2K+G93.8%
Sunlit Body Upper3P+K83.3%
evade up into Full Swing Upper33P62.5%
crouch dash back into Middle Hell Stab6P+K52.1%
evade up into forward dash52.1%
evade up into throwP+G52.1%
Toe Kick2K into backdash41.7%
backdash into evade up41.7%
Ducking Low2K+G into crouch31.2%
Full Swing Upper33P into forward movement31.2%

69 further openings account for the other 108 rounds.

Dural

Career
228–161 · 58.6%
This season
57 matches · 43.9%
Peak rank
35

First hit in 45.6% of 226 rounds. Won 58.2% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K2511.1%
Hi'en Tankyaku9K2511.1%
evade up into Dash Hammer Kick66K167.1%
evade up into crouch dash forward156.6%
evade down into Dash Hammer Kick66K135.8%
Dash Hammer Kick66K into Knee Kick6K104.4%
forward movement into punchP104.4%
Hi'en Tankyaku9K into guardG94.0%
Hi'en Tankyaku9K into evade up52.2%
Knee Kick6K into Knee Kick~Kick6KK41.8%
Rising Elbow6P41.8%
backdash into evade up41.8%
back, down-back, down, down-forward, forward punch+kick41236P+K31.3%
crouch dash forward into throw escape31.3%
evade down into forward dash31.3%

58 further openings account for the other 77 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 (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)
  • Dural: not tested (too few rounds)