VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

黄金の右フック

  • Akira
  • Vanessa
Career matches1,651
Career win rate61.4%
Round win rate53.1%
Peak rank35
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1677 #906 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

Jeffry3543025517559.3%
Brad—39222816458.2%
Jacky—37023913164.6%
Vanessa332491539661.5%
Akira30111753667.6%
Aoi—99633663.6%

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

570 of 833 rounds counted

6.0 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.9353526
Vanessa6.941244

By opponent's character

Wolf5.834687
Akira6.136575
Jeffry5.633548
Jacky6.237349
Sarah5.935443
Kage6.136528
Lau6.237245
Shun6.035942
Jean5.633630
Pai5.935622
Aoi6.03578
Goh6.237421
Lion6.438314
Brad5.834514
Dural6.539310
Eileen6.23699
El Blaze5.633413
Taka5.93565
Lei Fei6.33764
Vanessa6.13643

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

Wolf25131252.0%-3.6
Akira24141058.3%+4.1
Jeffry22121054.5%-4.9
Jacky1815383.3%+25.9
Sarah1710758.8%+6.1
Kage168850.0%-9.5
Lau126650.0%-1.7
Shun104640.0%-10.7
Jean93633.3%-17.3
Pai85362.5%+13.8
Aoi73442.9%-14.5
Goh73442.9%-16.2
Lion65183.3%+35.3
Brad42250.0%-8.9
Dural41325.0%-36.4
Eileen43175.0%+28.2
El Blaze42250.0%-13.2
Taka21150.0%-2.8
Lei Fei110100.0%+45.9
Vanessa1010.0%-46.0

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

Rectangle31181358.1%+3.3
Breakable Full Fence26151157.7%+2.0
Octagon2617965.4%+10.6
Breakable Half Fence23131056.5%-1.2
Full Fence2013765.0%+11.3
Low Fence2012860.0%+9.2
Single Wall1771041.2%-12.5
Open157846.7%-11.7
Full Fence and Open1331023.1%-29.2
Half Fence95455.6%-6.3

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
Walls13560.0%56.3%+3.7
No walls5250.0%53.7%-3.7

Walls against open: +7.4 points (95% range -8.5 to +23.2), p 0.362 — 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

funny_1048 (Rank 33)2026/10/0331233.3%
ji-ru_11 (Rank 30)2026/10/0332166.7%
zaduhkj (Rank 35)2026/07/2352340.0%
★闘将拉麵男★ (Rank 35)2026/07/1741325.0%
sueokisonomama (Rank 32)2026/07/17330100.0%
Hi:D (Rank 34)2026/07/1731233.3%
hsat0310 (Rank 34)2026/07/1685362.5%
ゆ~やん3 (Rank 36)2026/07/1652340.0%
d2aisuke (Rank 36)2026/07/1653260.0%
つがさん (Rank 36)2026/07/1631233.3%
nuku2pai428 (Rank 32)2026/07/0932166.7%
鳩男 (Rank 32)2026/07/03220100.0%
司馬 威太郎 (Rank 34)2026/06/1662433.3%
よーこー (Rank 34)2026/06/1653260.0%
misoazy (Rank 30)2026/05/2121150.0%
hayate (Rank 28)2026/05/1842250.0%
ちゃんゆき/takayuki_vf (Rank 36)2026/05/1842250.0%
くろね@のびしろF (Rank 33)2026/05/1832166.7%
Roki_ryudoukan (Rank 33)2026/05/1652340.0%
IkebukuroSarah (Rank 35)2026/05/1631233.3%
fwnd1396 (Rank 31)2026/05/16330100.0%
saku2923 (Rank 32)2026/05/1632166.7%
masazo1111 (Rank 32)2026/04/0342250.0%
expensive-sand (Rank 28)2026/03/2831233.3%
なつ (Rank 32)2026/03/272020.0%

Round openings

Every character

Elbow Butt6P20824.9%
backdash into evade up748.9%
backdash into evade down597.1%
backdash into Tsunami Beat3K+G587.0%
forward movement into punchP587.0%
Low Knuckle2P445.3%
Rimon Chouchu66P384.6%
backdash into Elbow Butt6P222.6%
backdash into Side Kick3K182.2%
backdash into punchP182.2%
forward dash into Elbow Butt6P161.9%
backdash into Dash Elbow66P111.3%
backdash into guardG81.0%
punchP81.0%
Knee Push4K70.8%

102 further openings account for the other 187 rounds.

Jeffry

Career
255–175 · 59.3%
This season
171 matches · 56.7%
Peak rank
35

First hit in 59.1% of 700 rounds. Won 57.2% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • Against Sarah: moves in first in 28.6% of rounds, against 11.3% against everyone else.
  • Against Sarah: opens with “forward movement into P punch” in 22.9% of rounds, against 6.6% against everyone else.

How is this tested?

Elbow Butt6P20829.3%
backdash into evade up659.2%
backdash into Tsunami Beat3K+G588.2%
forward movement into punchP588.2%
backdash into evade down507.0%
Low Knuckle2P446.2%
backdash into Elbow Butt6P223.1%
backdash into Side Kick3K182.5%
backdash into punchP172.4%
forward dash into Elbow Butt6P162.3%
backdash into Dash Elbow66P111.6%
Knee Push4K71.0%
Low Knuckle2P into evade up71.0%
backdash into guardG71.0%
punchP71.0%

67 further openings account for the other 114 rounds.

By stage type

Record against each character on walled and open stages, as Jeffry

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–8 · 53%4–1 · 80%too few to test
Wolf8–6 · 57%3–3 · 50%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Akira

Career
75–36 · 67.6%
This season
19 matches · 42.1%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P3846.9%
backdash into evade down911.1%
backdash into evade up911.1%
backdash into Jouho Touken6P67.4%
forward dash into Jouho Touken6P44.9%
Souka Housui3P+K22.5%
backdash into Rimon Chouchu66P22.5%
Geimon Tessen46P+K+G11.2%
Rimon Chouchu66P into backdash11.2%
Rimon Chouchu66P into forward dash11.2%
backdash into Jouho Senshou46P11.2%
backdash into guardG11.2%
backdash into punchP11.2%
crouch dash back into backdash11.2%
crouch dash forward into Housui2P11.2%

3 further openings account for the other 3 rounds.

Vanessa

Career
153–96 · 61.5%
This season
11 matches · 54.5%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: backdash into Spinning Savate66K+G715.9%
Offensive Style: backdash into Heel Kick6K+G511.4%
Offensive Style: backdash into evade down49.1%
Defensive Style: forward movement into punchP36.8%
Offensive Style: forward movement into punchP36.8%
Defensive Style: backdash into Spinning Savate66K+G24.5%
Defensive Style: backdash into evade up24.5%
Offensive Style: backdash into Combo Knee KickPPK24.5%
Offensive Style: forward movement into One TwoPP24.5%
Defensive Style: Set-up (Offensive Style) into backdash12.3%
Defensive Style: Stinger Low Blow12.3%
Defensive Style: backdash into Heel Kick6K+G12.3%
Defensive Style: backward movement into Bone Crush Middle3K12.3%
Defensive Style: forward dash into punchP12.3%
Defensive Style: guard12.3%

8 further openings account for the other 8 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 (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: 2 of 15 tests hold up
  • Akira: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)