VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

AbusoTakes

  • Kage
  • Lion
  • Wolf
  • Sarah
  • Jacky
  • Akira
  • Goh
  • Lau
  • Pai
  • El Blaze
  • Jean
Career matches1,693
Career win rate58.8%
Round win rate63.2%
Peak rank42
Distinct opponents84
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1762 #501 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

Jeffry4273844629260.4%
Lion3230914316646.3%
Kage392761918569.2%
Wolf311631174671.8%
Jacky31103426140.8%
Akira3334122235.3%
Goh2626141253.9%
Sarah3623230100.0%
El Blaze26108280.0%
Lau335050.0%
Pai334040.0%
Jean332020.0%

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

715 of 1,710 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.0480251
Kage8.1487185
Lion7.6456112
Wolf9.557019
Sarah7.746071
Jacky8.752135
Akira7.04179
Goh9.456528
Lau0.3171
Pai0.4231
Jean0.4223

By opponent's character

Wolf7.8471336
Dural7.0417161
Jeffry4.325715
Pai9.456646
Akira9.054044
Eileen9.15458
Lau9.054117
Kage9.255213
Lei Fei8.853113
Jean9.556811
Goh9.25538
Jacky8.85318
Lion8.95339
Aoi8.248910
Sarah8.65143
Shun8.45068
Brad8.04795

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

Wolf131993275.6%+7.2
Dural99544554.5%-9.2
Jeffry80394148.8%-18.0
Pai3733489.2%+19.0
Akira33231069.7%+8.1
Eileen2221195.5%+25.3
Vanessa2018290.0%+26.3
Lau1914573.7%+8.1
Kage179852.9%+2.1
Lei Fei136746.1%-16.6
Jean114736.4%-24.6
Goh106460.0%-7.7
Jacky106460.0%-6.0
Lion82625.0%-38.2
Aoi54180.0%+20.6
Sarah52340.0%-22.2
Shun550100.0%+44.3
Brad2020.0%-50.5
El Blaze2020.0%-63.8
Taka220100.0%+24.7

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

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 Full Fence76571975.0%+9.7
Rectangle63352855.6%-10.9
Single Wall57322556.1%-9.2
Breakable Half Fence55342161.8%-1.1
Half Fence54332161.1%-2.4
Low Fence53371669.8%+4.4
Octagon47351274.5%+8.4
Full Fence40281270.0%+3.2
Full Fence and Open35201557.1%-8.3
Open2823582.1%+13.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls33566.3%65.3%+1.0
No walls13866.7%66.0%+0.7

Walls against open: +0.3 points (95% range -31.9 to +32.5), p 0.985 — 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

TheDeveloperfromHell (Rank 33)2026/09/052642184682.6%
ワクワク (Rank 34)2026/08/1731233.3%
ミツヤ (Rank 36)2026/08/04611601.6%
구닥스트렌져 (Rank 33)2026/07/023030.0%
Raymond·.· (Rank 29)2026/07/0232166.7%
干拓 (Rank 33)2026/05/2637370100.0%
うめおに。 (Rank 27)2026/05/2132166.7%
モルト (Rank 29)2026/05/2131233.3%
銀 (Rank 27)2026/05/2132166.7%
a_h_i_k_o (Rank 26)2026/05/2141325.0%
ヘニオ (Rank 31)2026/05/203030.0%
しゅが~nsr (Rank 26)2026/05/12440100.0%
AlicerLandeel (Rank 28)2026/05/1043175.0%
はげまん (Rank 28)2026/05/0962433.3%
かつぞう@がるたろ軍 (Rank 27)2026/05/0942250.0%
okb@j>おーけーびー (Rank 29)2026/05/0932166.7%
NORESPECT (Rank 27)2026/04/1832166.7%
黒鵜なぎ@Vtuber (Rank 31)2026/04/1731233.3%
테러리스트 (Rank 33)2026/04/1712120100.0%
みんみんさん (Rank 31)2026/04/1731233.3%
くろね|Nobishiro-F (Rank 28)2026/04/1731233.3%
痩せたい (Rank 32)2026/04/1764266.7%
montanmo (Rank 28)2026/04/0832166.7%
かくちゃ (Rank 32)2026/04/083030.0%
こんざっくすさん (Rank 24)2026/03/29330100.0%

Round openings

Every character

no input33819.3%
forward dash1377.8%
forward movement into punchP1327.5%
backdash into evade down784.5%
punchP563.2%
backdash into evade up341.9%
crouch into Side Kick3K331.9%
Low Knuckle2P321.8%
forward movement into backdash311.8%
Dash Elbow66P into Dash Elbow Upper66PP231.3%
backdash into throw escape201.1%
backdash into Toe Kick2K181.0%
forward dash into Elbow Butt6P171.0%
backdash into punchP160.9%
forward movement into Body CrushP+K160.9%

333 further openings account for the other 768 rounds.

Jeffry

Career
446–292 · 60.4%
This season
239 matches · 65.7%
Peak rank
42

First hit in 64.7% of 711 rounds. Won 84.3% of the rounds they struck first, 30.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 35.8% of rounds, against 11.7% in their other rounds.
  • Against Akira: backs off first in 39.1% of rounds, against 11.8% against everyone else.
  • On Single Wall stages: waits first in 47.6% of rounds, against 20.1% on the other stages.
  • After opening the round before by waiting: waits first in 73.8% of rounds, against 7.1% after anything else.
  • After the opponent opened the round before by waiting: moves in first in 63.3% of rounds, against 25.0% after anything else.
  • After losing a round: waits first in 44.4% of rounds, against 7.1% after winning one.
  • When behind: waits first in 54.5% of rounds, against 4.6% when ahead.
  • After being hit first in the round before: waits first in 48.0% of rounds, against 6.0% after landing the first hit.
  • In round 3: opens with “forward dash” in 15.1% of rounds, against 4.7% in their other rounds.
  • Against Akira: opens with “2P Low Knuckle” in 18.8% of rounds, against 2.6% against everyone else.
  • On Low Fence stages: opens with “forward dash” in 34.4% of rounds, against 5.0% on the other stages.
  • After opening the round before with “no input”: opens with “no input” in 94.4% of rounds, against 0.9% after anything else.
  • After the opponent opened the round before with “no input”: opens with “forward dash” in 26.0% of rounds, against 0.0% after anything else.
  • After losing a round: opens with “no input” in 37.2% of rounds, against 1.5% after winning one.
  • When behind: opens with “no input” in 46.9% of rounds, against 1.6% when ahead.
  • After being hit first in the round before: opens with “no input” in 40.0% of rounds, against 1.2% after landing the first hit.

How is this tested?

no input13517.1%
forward dash617.7%
forward movement into punchP597.5%
crouch into Side Kick3K334.2%
Low Knuckle2P324.1%
punchP293.7%
backdash into evade down243.0%
Dash Elbow66P into Dash Elbow Upper66PP232.9%
backdash into Toe Kick2K182.3%
forward dash into Elbow Butt6P172.2%
forward movement into Body CrushP+K162.0%
backdash into evade up121.5%
Dash Elbow66P101.3%
forward dash into Heavy Back Knuckle4P101.3%
backdash into Double Hammer Down43P81.0%

131 further openings account for the other 301 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf33–11 · 75%15–7 · 68%too few to test
Dural12–20 · 38%12–3 · 80%too few to test
Jeffry29–3 · 91%3–0 · 100%too few to test
Akira15–4 · 79%0–0 · —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?

Kage

Career
191–85 · 69.2%
This season
99 matches · 71.7%
Peak rank
39

First hit in 68.7% of 278 rounds. Won 88.0% of the rounds they struck first, 21.8% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 73.5% of rounds, against 6.5% after anything else.
  • After the opponent opened the round before by waiting: moves in first in 78.6% of rounds, against 20.6% after anything else.
  • After losing a round: waits first in 58.0% of rounds, against 5.2% after winning one.
  • When behind: waits first in 63.8% of rounds, against 4.6% when ahead.
  • After being hit first in the round before: waits first in 55.7% of rounds, against 7.1% after landing the first hit.
  • In round 3: opens with “forward dash” in 20.0% of rounds, against 5.1% in their other rounds.
  • On Single Wall stages: opens with “forward dash” in 24.6% of rounds, against 5.9% on the other stages.
  • After opening the round before with “no input”: opens with “no input” in 90.0% of rounds, against 0.6% after anything else.
  • After the opponent opened the round before with “no input”: opens with “forward dash” in 24.8% of rounds, against 0.0% after anything else.
  • After losing a round: opens with “no input” in 54.5% of rounds, against 0.8% after winning one.
  • When behind: opens with “no input” in 62.1% of rounds, against 0.8% when ahead.
  • After being hit first in the round before: opens with “no input” in 55.9% of rounds, against 0.7% after landing the first hit.

How is this tested?

no input5818.5%
forward movement into punchP4614.7%
forward dash299.3%
backdash into evade down134.2%
forward movement into Rasen4P134.2%
backdash into Gen'you4K+G82.6%
Rasen4P72.2%
forward dash into Rasen4P72.2%
forward movement into backdash61.9%
forward movement into forward dash61.9%
backdash into Kodachinuki4K51.6%
backdash into evade up51.6%
backdash into throw escape51.6%
crouch into Nakageri3K51.6%
forward movement into SandangekiPPP51.6%

61 further openings account for the other 95 rounds.

Lion

Career
143–166 · 46.3%
This season
77 matches · 55.8%
Peak rank
32

First hit in 50.2% of 245 rounds. Won 83.7% of the rounds they struck first, 17.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input7529.4%
forward dash187.1%
backdash into evade down155.9%
backdash into evade up114.3%
Juchou Senshou8P+K93.5%
backdash into throw escape93.5%
forward movement into punchP83.1%
punchP83.1%
Souji SenpuP+K into forward movement72.8%
forward movement into backdash72.8%
punchP into Koushu RensuiPP62.4%
Koushu RensuiPP into Renkan SenshouPPP52.0%
Katousui2P41.6%
Senshippo66P41.6%
backdash into punchP41.6%

52 further openings account for the other 65 rounds.

Wolf

Career
117–46 · 71.8%
This season
42 matches · 88.1%
Peak rank
31

First hit in 74.6% of 126 rounds. Won 89.4% of the rounds they struck first, 62.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash2216.5%
punchP75.3%
backdash into evade down64.5%
no input64.5%
forward dash into Tomahawk Chop9P53.8%
forward movement into Elbow Butt4P53.8%
forward dash into Gasp Kneel Palm Bomb6P+K43.0%
forward movement into punchP43.0%
punchP into kickK43.0%
Short Shoulder46P+K32.3%
backdash into Tomahawk Chop9P32.3%
forward dash into guardG32.3%
forward movement into forward dash32.3%
Arrow Knuckle3P into evade down21.5%
Low Hammer2P into evade up21.5%

46 further openings account for the other 54 rounds.

Jacky

Career
42–61 · 40.8%
This season
17 matches · 41.2%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1316.9%
crouch into Middle Kick3K1114.3%
backdash into Rage Kick1PK56.5%
forward movement into backdash56.5%
backdash into Slant Back Knuckle1P45.2%
backdash into punchP45.2%
Dash Hammer Kick66K into High Angle Upper Kick6K33.9%
Squat Straight2P33.9%
backdash into Punch High KickPK33.9%
backdash into Spin Heel Sword4K+G33.9%
forward movement into punchP33.9%
backdash into Smash Straight Jab3PP22.6%
backdash into throw escape22.6%
crouch into Squat Straight2P22.6%
Dash Hammer Kick66K into Standing Knee Kick4K11.3%

13 further openings account for the other 13 rounds.

Sarah

Career
23–0 · 100.0%
This season
24 matches · 100.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1115.3%
no input79.7%
punchP79.7%
forward dash68.3%
forward movement into Punch High KickPK45.6%
Jab StraightPP into Flash Piston PunchPPP34.2%
forward movement into Switch Kick4K34.2%
punchP into Jab StraightPP34.2%
forward dash into Rising Elbow6P22.8%
forward dash into Switch Kick4K22.8%
forward dash into punchP22.8%
forward movement into Wind Knuckle6P+KP22.8%
guardG into evade down22.8%
Back Knuckle4P11.4%
Back Knuckle4P into Serpent Rage4PK11.4%

16 further openings account for the other 16 rounds.

Akira

Career
12–22 · 35.3%
This season
12 matches · 16.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input2460.0%
Rimon Chouchu66P into Jouho Touken6P615.0%
Rimon Chouchu66P into forward punch+kick6P+K25.0%
Jouho Senshou46P into forward movement12.5%
Rimon Chouchu66P into forward movement12.5%
crouch dash forward into Youhou33P12.5%
crouch dash forward into throwP+G12.5%
crouch into Souka Housui3P+K12.5%
forward dash12.5%
forward dash into evade up12.5%
forward movement into punchP12.5%

Goh

Career
14–12 · 53.9%
This season
8 matches · 62.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down725.0%
backdash into kickK414.3%
backdash into evade up310.7%
forward movement into kickK27.1%
Sune'uchi2P13.6%
Sune'uchi2P into backdash13.6%
backdash into Sune Kudaki43P13.6%
backdash into crouch13.6%
backdash into guardG13.6%
backdash into punchP13.6%
backdash into throw escape13.6%
crouch dash forward into throw escape13.6%
forward dash into backdash13.6%
forward movement into backdash13.6%
forward movement into throw escape13.6%

1 further openings account for the other 1 rounds.

Lau

Career
0–5 · 0.0%
This season
6 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input18100.0%

El Blaze

Career
8–2 · 80.0%
This season
2 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up330.0%
forward movement into backdash220.0%
backdash into Head Smash Kick46K110.0%
forward dash into evade up110.0%
forward movement into Head Smash Kick46K110.0%
forward movement into Quick HookPP110.0%
forward movement into Rolling Low Knuckle1P110.0%

Pai

Career
0–4 · 0.0%
This season
3 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input9100.0%

Jean

Career
0–2 · 0.0%
This season
2 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input6100.0%

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 (30 here; about 1.5 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: 16 of 16 tests hold up
  • Kage: 12 of 14 tests hold up
  • Lion: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jean: not tested (too few rounds)