VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

ジャイロ

  • Jeffry
Career matches1,162
Career win rate57.8%
Round win rate51.9%
Peak rank36
Distinct opponents74
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1672 #933 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

Taka361,07361845557.6%
Jeffry2889543560.7%

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

611 of 788 rounds counted

7.3 inputs a second (436 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka7.3436585
Jeffry7.142526

By opponent's character

Jean7.042279
Pai7.645465
Akira7.444436
El Blaze7.343738
Jacky7.444255
Lau7.142345
Shun7.041936
Sarah7.243545
Goh7.142530
Aoi7.444427
Brad7.041840
Wolf7.344019
Jeffry6.941426
Lei Fei7.545025
Lion7.746019
Kage7.544917
Vanessa8.34989

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

Jean1981142.1%-13.3
Pai1810855.6%+11.4
Akira178947.1%-10.8
El Blaze1710758.8%+13.2
Jacky179852.9%-11.6
Lau1510566.7%+22.4
Shun137653.9%-2.2
Sarah127558.3%+8.0
Goh105550.0%-5.8
Aoi96366.7%+12.1
Brad93633.3%-26.1
Wolf95455.6%+1.3
Eileen660100.0%+31.6
Jeffry61516.7%-32.3
Lei Fei64266.7%+13.0
Lion53260.0%+10.4
Kage42250.0%-5.3
Vanessa2020.0%-64.1

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

Single Wall27161159.3%+8.0
Open24111345.8%-8.0
Half Fence22121054.5%-0.9
Low Fence2071335.0%-19.8
Breakable Half Fence1610662.5%+6.5
Full Fence1661037.5%-16.9
Rectangle1610662.5%+11.3
Breakable Full Fence149564.3%+3.9
Full Fence and Open146842.9%-9.7
Octagon128466.7%+7.0

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
Walls9657.3%56.0%+1.3
No walls7147.9%52.7%-4.8

Walls against open: +6.1 points (95% range -9.7 to +21.8), p 0.449 — 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

Shinnpon (Rank 37)2026/09/2732166.7%
cyborgranpa (Rank 40)2026/09/1131233.3%
sueokisonomama (Rank 32)2026/09/1164266.7%
lost-growth6050 (Rank 38)2026/08/0342250.0%
alleni3xvf5ws (Rank 33)2026/08/0331233.3%
moto__666 (Rank 34)2026/07/1931233.3%
会長さん (Rank 35)2026/07/0643175.0%
NFC-S- (Rank 33)2026/07/0631233.3%
reiya---0602 (Rank 34)2026/07/0351420.0%
lapislazuli (Rank 35)2026/07/0351420.0%
イイクルーン (Rank 37)2026/07/0354180.0%
おむすび山▲かずkaz_kcj (Rank 35)2026/07/0254180.0%
RUSH (Rank 36)2026/07/0252340.0%
NO-NAMENANASI774 (Rank 32)2026/07/0232166.7%
ken3000wo (Rank 35)2026/07/0231233.3%
no-0809 (Rank 38)2026/06/25107370.0%
くろね@のびしろF (Rank 35)2026/06/2531233.3%
Reezent_Sousui (Rank 35)2026/06/2032166.7%
ジズー (Rank 33)2026/06/2042250.0%
たわばTAWABA (Rank 28)2026/05/1731233.3%
it (Rank 37)2026/05/1732166.7%
翠嵐 (Rank 28)2026/05/0685362.5%
さちばい (Rank 24)2026/05/06660100.0%
あきらめウルフ (Rank 26)2026/05/0543175.0%
Toragoto (Rank 27)2026/04/1032166.7%

Round openings

Every character

kickK into crouch dash forward455.7%
Morotezuki66P into Morote Tsuppari66PP445.5%
Zangeki33P384.8%
crouch dash forward into Kachi'age33P+K313.9%
Ao'oni Midaremage214P+K into Aka'oni MidaremageP+K273.4%
Morotezuki66P232.9%
crouch dash forward into throwP+G182.3%
kickK172.1%
evade up into punchP162.0%
Mawashi Harite44P151.9%
crouch dash forward into Zangeki33P151.9%
forward movement into Tsuppari 2PP151.9%
evade up into kickK131.6%
guardG into throw escape131.6%
evade down into throwP+G121.5%

191 further openings account for the other 451 rounds.

Taka

Career
618–455 · 57.6%
This season
145 matches · 49.0%
Peak rank
36

First hit in 48.5% of 583 rounds. Won 52.3% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 26.7% of rounds, against 10.5% after anything else.
  • In round 1: opens with “crouch dash forward into 33P+K Kachi'age” in 14.5% of rounds, against 2.2% in their other rounds.
  • On Rectangle stages: opens with “66P Morotezuki into 66PP Morote Tsuppari” in 47.3% of rounds, against 3.2% on the other stages.

How is this tested?

kickK into crouch dash forward457.6%
Morotezuki66P into Morote Tsuppari66PP447.5%
Zangeki33P386.4%
crouch dash forward into Kachi'age33P+K315.2%
Ao'oni Midaremage214P+K into Aka'oni MidaremageP+K274.6%
Morotezuki66P233.9%
kickK162.7%
Mawashi Harite44P152.5%
crouch dash forward into Zangeki33P152.5%
forward movement into Tsuppari 2PP152.5%
crouch dash forward into throwP+G142.4%
guardG into throw escape132.2%
guardG into kickK111.9%
evade up into kickK101.7%
evade up into punchP101.7%

112 further openings account for the other 263 rounds.

Jeffry

Career
54–35 · 60.7%
This season
49 matches · 67.3%
Peak rank
28

First hit in 46.3% of 203 rounds. Won 53.2% of the rounds they struck first, 63.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Overblow Shoulder66P+K94.4%
Full Swing Double Hammer41236P+K into Body CrushP+K83.9%
Megaton Knuckle43P+K into Body CrushP+K73.5%
crouch dash back into Hell Dunk Hammer214P+K73.5%
crouch dash back into Middle Hell Stab6P+K73.5%
crouch dash back into Stomach Destroyer4PK73.5%
Full Swing Upper33P63.0%
crouch dash back into Hammer Slide1P63.0%
evade up into punchP63.0%
crouch dash forward into Full Swing Upper33P52.5%
evade up into guardG52.5%
crouch dash forward into throwP+G42.0%
evade down into guardG42.0%
forward movement into punchP42.0%
Middle Hell Stab6P+K31.5%

83 further openings account for the other 115 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 (14 here; about 0.7 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

  • Taka: 3 of 14 tests hold up
  • Jeffry: not tested (too few rounds)