VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

水晶

  • Akira
Career matches1,112
Career win rate45.1%
Round win rate43.1%
Peak rank24
Distinct opponents47
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1276 #3,215 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

Jeffry2482236246044.0%
Akira2329014015048.3%

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

293 of 360 rounds counted

8.4 inputs a second (506 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.4504277
Akira8.953416

By opponent's character

Wolf8.852934
Akira8.852817
Jeffry8.148633
Lion8.148835
Aoi7.846720
Jean8.450229
Sarah7.947227
Brad9.859116
Kage8.350016
Pai8.953217
Eileen7.645414
Shun7.84704
El Blaze9.15458
Jacky10.56295
Lei Fei9.154610
Taka8.34995
Vanessa7.64543

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

Wolf145935.7%+4.3
Akira93633.3%-12.8
Jeffry92722.2%-9.3
Lion95455.6%+9.3
Aoi63350.0%+12.0
Jean63350.0%+8.7
Sarah64266.7%+19.0
Brad4040.0%-38.9
Kage42250.0%+14.9
Pai42250.0%+29.0
Eileen3030.0%-28.6
Shun31233.3%+4.1
El Blaze2020.0%-22.9
Jacky2020.0%-36.5
Lei Fei2020.0%-33.3
Taka2020.0%-22.6
Dural110100.0%+48.4
Vanessa110100.0%+61.9

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

Breakable Half Fence125741.7%-1.2
Single Wall116554.5%+28.3
Breakable Full Fence103730.0%-0.9
Octagon103730.0%-2.1
Full Fence95455.6%+16.9
Low Fence96366.7%+27.7
Rectangle92722.2%-17.9
Open51420.0%-17.3
Half Fence31233.3%-9.0
Full Fence and Open2020.0%-43.0

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
Walls5335.8%37.2%-1.4
No walls2552.0%35.5%+16.5

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

Abraxas (Rank 21)2026/10/0821150.0%
vf_hornwolf@뿔늑대 (Rank 25)2026/10/081010.0%
Leaping-Lizzy11 (Rank 26)2026/10/083030.0%
pposic2 (Rank 25)2026/10/0441325.0%
とおる (Rank 21)2026/10/04440100.0%
TAIDADA (Rank 26)2026/10/0431233.3%
smogh (Rank 23)2026/10/042020.0%
t4a (Rank 25)2026/10/042020.0%
moga_moga24 (Rank 24)2026/10/042020.0%
Missileman_13 (Rank 22)2026/10/04220100.0%
ku-ron_0129 (Rank 23)2026/10/0321150.0%
satsumaction1210 (Rank 21)2026/10/0321150.0%
maicoo (Rank 21)2026/10/02110100.0%
下汁 (Rank 23)2026/10/0231233.3%
要你命3000 (Rank 26)2026/10/0242250.0%
格雷希欧 (Rank 24)2026/10/0221150.0%
あるさん (Rank 24)2026/10/022020.0%
HaseMasa (Rank 26)2026/10/022020.0%
handon-san- (Rank 22)2026/06/193030.0%
Nachi-doumin-J (Rank 24)2026/06/1951420.0%
トローリロートル (Rank 24)2026/06/1932166.7%
THE_SnASH (Rank 25)2026/06/192020.0%
μ (Rank 27)2026/04/3042250.0%
龍仙人【鬼手仏心】 (Rank 26)2026/04/301010.0%
ZR615C (Rank 24)2026/04/3041325.0%

Round openings

Every character

backdash into Rising Hammer43PP319.8%
crouch into Side Kick3K257.9%
punchP into Double KnucklePP226.9%
Elbow Butt6P into Elbow Hammer6PP206.3%
forward movement into punchP144.4%
backdash into Double Hammer Down43P113.5%
Kenka Kick66K+G92.8%
backdash into Low Knuckle2P92.8%
punchP into Elbow Butt6P82.5%
Elbow Butt6P into crouch dash forward72.2%
forward movement into Double KnucklePP72.2%
Knee Push4K61.9%
backdash into Side Kick3K61.9%
crouch dash forward into throwP+G61.9%
up-back kick7K61.9%

79 further openings account for the other 131 rounds.

Counted from 77 of the 87 matches played. The rest were not pulled for openings.

Jeffry

Career
362–460 · 44.0%
This season
83 matches · 36.1%
Peak rank
24

First hit in 47.6% of 298 rounds. Won 41.5% of the rounds they struck first, 40.4% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “6P Elbow Butt into 6PP Elbow Hammer” in 15.1% of rounds, against 3.9% in their other rounds.

How is this tested?

backdash into Rising Hammer43PP3110.3%
crouch into Side Kick3K258.3%
punchP into Double KnucklePP227.3%
Elbow Butt6P into Elbow Hammer6PP206.6%
forward movement into punchP144.6%
backdash into Double Hammer Down43P113.6%
Kenka Kick66K+G93.0%
backdash into Low Knuckle2P93.0%
punchP into Elbow Butt6P82.6%
Elbow Butt6P into crouch dash forward72.3%
forward movement into Double KnucklePP72.3%
Knee Push4K62.0%
backdash into Side Kick3K62.0%
crouch dash forward into throwP+G62.0%
up-back kick7K62.0%

66 further openings account for the other 115 rounds.

Counted from 73 of the 83 matches played. The rest were not pulled for openings.

Akira

Career
140–150 · 48.3%
This season
4 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P212.5%
punchP212.5%
Chouyoushu1P16.2%
HoukenP+K+G16.2%
Jouho Touken6P16.2%
Jouho Touken6P into forward movement16.2%
Rimon Chouchu66P into evade down16.2%
back, up-back kick47K16.2%
backdash into Kaiko6P+K+G16.2%
backdash into Koboku214P16.2%
crouch into Housui2P16.2%
evade down into forward dash16.2%
evade up into Fukko3K+GP+K16.2%
forward kick+guard6K+G into Housui2P16.2%

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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: 1 of 13 tests hold up
  • Akira: not tested (too few rounds)