VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

pottin

  • Goh
  • Shun
Career matches1,400
Career win rate53.2%
Round win rate49.6%
Peak rank33
Distinct opponents103
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1433 #2,452 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

Jeffry3359034224858.0%
Shun2652226325950.4%
Goh2628814014848.6%

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

319 of 792 rounds counted

7.7 inputs a second (464 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.243391
Goh7.7463200
Shun9.456428

By opponent's character

Wolf8.550951
Lion8.349612
Shun7.545038
Aoi7.444646
Jeffry7.74633
Akira8.047946
Brad6.33808
Kage7.746221
Jean8.148611
Pai7.947714
Jacky8.148322
Sarah6.337818
Lei Fei5.633816
El Blaze9.25514
Lau8.85255
Taka10.66344

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

Wolf21111052.4%+12.3
Lion1812666.7%+14.9
Shun1811761.1%+10.4
Aoi1741323.5%-33.7
Jeffry169756.2%+2.9
Akira159660.0%+3.4
Brad136746.1%+4.0
Kage135838.5%-3.5
Jean127558.3%+10.5
Pai126650.0%+4.5
Jacky93633.3%-17.7
Sarah92722.2%-19.9
Vanessa76185.7%+37.7
Dural63350.0%-0.5
Lei Fei52340.0%+2.6
El Blaze41325.0%-21.9
Lau4040.0%-54.3
Taka21150.0%+4.8
Goh1010.0%-38.0

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

Breakable Half Fence33161748.5%+3.5
Octagon29151451.7%+4.4
Full Fence2191242.9%-10.0
Rectangle21111052.4%+5.4
Breakable Full Fence2081240.0%-8.8
Low Fence2091145.0%-8.7
Open20101050.0%+4.5
Single Wall179852.9%+8.9
Half Fence147750.0%-5.1
Full Fence and Open32166.7%+23.8

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13847.8%48.6%-0.8
No walls5749.1%48.0%+1.1

Walls against open: -1.9 points (95% range -17.9 to +14.2), p 0.821 — 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

mahoro315 (Rank 23)2026/10/0541325.0%
千種うるふ(nomore) (Rank 26)2026/09/0231233.3%
SakuRa (Rank 24)2026/09/0231233.3%
mikichan_213 (Rank 22)2026/09/0241325.0%
nihikibito (Rank 25)2026/09/0231233.3%
Grimaster (Rank 29)2026/05/3031233.3%
ゆい (Rank 35)2026/05/2642250.0%
takamo_white (Rank 30)2026/05/1354180.0%
Sore (Rank 33)2026/05/1253260.0%
tubaki_ok (Rank 28)2026/05/1286275.0%
鳩男 (Rank 30)2026/05/1232166.7%
ryuta3810 (Rank 29)2026/05/1231233.3%
NORESPECT (Rank 33)2026/05/1232166.7%
migu_garden (Rank 33)2026/05/1242250.0%
BigBoin (Rank 33)2026/05/1232166.7%
fwnd1396 (Rank 32)2026/05/1231233.3%
Datchin1226 (Rank 31)2026/05/1232166.7%
orz (Rank 30)2026/05/1253260.0%
いちまる1972 (Rank 28)2026/05/1231233.3%
kaisoumi77 (Rank 28)2026/05/1232166.7%
さばみそ (Rank 27)2026/05/1231233.3%
ace-heads69 (Rank 27)2026/05/1231233.3%
kojop-oyabin (Rank 29)2026/05/1132166.7%
raduakira (Rank 26)2026/05/0831233.3%
tamaneen (Rank 30)2026/05/0831233.3%

Round openings

Every character

Low Knuckle2P506.8%
forward movement into Double KnucklePP446.0%
backdash into Overblow Shoulder66P+K243.3%
forward movement into punchP223.0%
backdash into Karura4P+K192.6%
backdash into Megaton Knuckle43P+K162.2%
punchP162.2%
backdash into Kenka Hook46P131.8%
backdash into evade down121.6%
punchP into Double KnucklePP121.6%
Elbow Butt6P111.5%
crouch dash forward into punchP111.5%
backdash into Stunner KnuckleKP101.4%
crouch dash back into Middle Hell Stab6P+K101.4%
Knee Push4K into Knee Push Wild Hook4KP91.2%

210 further openings account for the other 451 rounds.

Counted from 186 of the 202 matches played. The rest were not pulled for openings.

Jeffry

Career
342–248 · 58.0%
This season
132 matches · 56.1%
Peak rank
33

First hit in 52.9% of 512 rounds. Won 56.5% of the rounds they struck first, 51.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Low Knuckle2P509.7%
forward movement into Double KnucklePP448.5%
backdash into Overblow Shoulder66P+K244.6%
backdash into Megaton Knuckle43P+K163.1%
forward movement into punchP163.1%
backdash into Kenka Hook46P132.5%
punchP122.3%
punchP into Double KnucklePP122.3%
Elbow Butt6P112.1%
backdash into Stunner KnuckleKP101.9%
crouch dash back into Middle Hell Stab6P+K101.9%
Knee Push4K into Knee Push Wild Hook4KP91.7%
crouch dash forward into punchP91.7%
evade down91.7%
backdash into evade down81.6%

127 further openings account for the other 264 rounds.

Goh

Career
140–148 · 48.6%
This season
63 matches · 30.2%
Peak rank
26

First hit in 60.0% of 185 rounds. Won 44.1% of the rounds they struck first, 31.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K1910.3%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G84.3%
Sune'uchi2P84.3%
Soukyu46P73.8%
forward movement into punchP52.7%
guardG into evade down52.7%
Sune'uchi2P into backdash42.2%
backdash into Batousatsu3KP42.2%
backdash into evade down42.2%
crouch dash forward into throw escape42.2%
punchP42.2%
punchP into backward movement42.2%
Hiji'ate6P31.6%
Kurogane Kudaki66P31.6%
Kyousengeri46K31.6%

66 further openings account for the other 100 rounds.

Counted from 47 of the 63 matches played. The rest were not pulled for openings.

Shun

Career
263–259 · 50.4%
This season
7 matches · 71.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP310.7%
Fukuchougeki2P27.1%
Haisenchu1P27.1%
backdash into Getsuga Gakushu46P27.1%
crouch dash back into Haisenchu1P27.1%
Fukuchougeki2P into backward movement13.6%
Fukuchougeki2P into crouch13.6%
Getsuga Gakushu46P into Rensai Gakushu46PP13.6%
Haisenchu1P into Haisenchu Kaikakyaku1PK13.6%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K13.6%
Senpu Soutai3K+G into guardG13.6%
backdash into Gyou'inshuP+K+G13.6%
backdash into Rengeki Gakushu46PPP13.6%
backdash into offensive move13.6%
backdash into throwP+G13.6%

7 further openings account for the other 7 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

  • Jeffry: 0 of 14 tests hold up
  • Goh: not tested (too few rounds)
  • Shun: not tested (too few rounds)