VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

KAISER

  • Lau
  • Shun
  • Akira
  • Goh
Career matches4,148
Career win rate46.6%
Round win rate47.8%
Peak rank27
Distinct opponents207
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1313 #3,074 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

Jeffry273,3131,5731,74047.5%
Shun2457623933741.5%
Lau2320610510151.0%
Akira213492526.5%
Goh211981142.1%

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

1,622 of 1,992 rounds counted

7.1 inputs a second (426 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.84091,024
Lau7.6456310
Shun7.6454222
Akira7.142542
Goh7.544724

By opponent's character

Akira7.1427228
Jacky7.2434159
Wolf7.3436101
Brad6.8407160
Aoi7.2429126
Lion7.0420119
Goh7.0423110
Lau7.0418102
Jeffry6.941561
Sarah7.142656
Pai7.041782
Vanessa7.746057
El Blaze7.645450
Kage7.343847
Lei Fei7.042135
Shun7.142436
Taka7.746036
Dural6.941626
Jean6.237120
Eileen6.740111

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

Akira69393056.5%+5.9
Jacky50272354.0%+12.2
Wolf47192840.4%-6.7
Brad39142535.9%-7.1
Aoi35171848.6%+0.3
Lion34181652.9%+7.3
Goh31151648.4%+7.3
Lau27111640.7%-5.8
Jeffry25111444.0%+3.3
Sarah24111345.8%-2.9
Pai20101050.0%+3.3
Vanessa1871138.9%-6.1
El Blaze1641225.0%-28.3
Kage148657.1%+5.2
Lei Fei126650.0%+0.8
Shun124833.3%-21.5
Taka93633.3%-15.6
Dural62433.3%-6.1
Jean65183.3%+27.1
Eileen31233.3%-3.9

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Rectangle68264238.2%-7.4
Breakable Full Fence61322952.5%+6.2
Low Fence58292950.0%-2.7
Single Wall56233341.1%-7.3
Open50262452.0%+1.2
Octagon47232448.9%+1.6
Breakable Half Fence40221855.0%+12.4
Full Fence40172342.5%-6.8
Half Fence36191752.8%+14.4
Full Fence and Open30111936.7%-7.3

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls29247.6%45.3%+2.3
No walls16447.6%50.3%-2.7

Walls against open: +5.0 points (95% range -4.8 to +14.8), p 0.320 — 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

CatOnPocket.Wired.NAT1 (Rank 26)2026/09/2642250.0%
moto1982 (Rank 21)2026/09/2653260.0%
dojoGR (Rank 21)2026/09/2654180.0%
けつ毛バーガー相場 (Rank 23)2026/08/2053260.0%
a032682 (Rank 26)2026/08/0251420.0%
chimichama (Rank 21)2026/07/3154180.0%
hahaha (Rank 26)2026/07/30149564.3%
aomaro-IX (Rank 29)2026/07/2973442.9%
level_1173 (Rank 24)2026/07/2041325.0%
mahoro315 (Rank 24)2026/07/2041325.0%
トンベリ (Rank 22)2026/07/2052340.0%
SakuRa (Rank 22)2026/07/0862433.3%
Agito (Rank 27)2026/06/1754180.0%
moga_moga24 (Rank 26)2026/06/1365183.3%
xXsoul-childXx (Rank 23)2026/06/12105550.0%
DDaDDai (Rank 24)2026/06/1171614.3%
TAIDADA (Rank 24)2026/06/0642250.0%
HoAssYoAss (Rank 30)2026/06/0653260.0%
Ishmokin (Rank 21)2026/05/28880100.0%
reiya---0602 (Rank 24)2026/05/2751420.0%
zebra_aria (Rank 24)2026/05/2243175.0%
μ (Rank 26)2026/05/1662433.3%
pome-_-zzZ (Rank 24)2026/05/1651420.0%
ps-splitsecond (Rank 29)2026/05/1672528.6%
Butcher_po75 (Rank 29)2026/05/1451420.0%

Round openings

Every character

punchP into throwP+G1497.5%
Knee Push4K into Knee Push Wild Hook4KP1185.9%
evade down into Grizzly Hammer1PP944.7%
evade up into Toe Kick2K743.7%
backdash into Scoop Kick4K+G733.7%
Middle Hell Stab6P+K723.6%
evade up663.3%
evade down into crouch603.0%
backdash into Tsunami Beat3K+G572.9%
Elbow Butt6P into Elbow Hammer6PP552.8%
evade down512.6%
evade up into Ryubikyaku8K+G422.1%
backdash into Rising Hammer43PP402.0%
punchP into forward movement351.8%
guardG281.4%

272 further openings account for the other 981 rounds.

Jeffry

Career
1,573–1,740 · 47.5%
This season
345 matches · 48.1%
Peak rank
27

First hit in 54.0% of 1,387 rounds. Won 53.3% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 38.3% of rounds, against 27.5% in their other rounds.
  • Against Sarah: backs off first in 37.0% of rounds, against 17.5% against everyone else.
  • After the opponent opened the round before by backing off: moves in first in 5.2% of rounds, against 1.0% after anything else.
  • After winning a round: evades first in 32.9% of rounds, against 22.1% after losing one.
  • When behind: attacks straight away in 48.3% of rounds, against 37.7% when ahead or level.
  • In round 1: opens with “evade down into 1PP Grizzly Hammer” in 11.0% of rounds, against 5.3% in their other rounds.
  • Against Jeffry: opens with “P punch into P+G throw” in 20.9% of rounds, against 9.2% against everyone else.
  • After opening the round before with “evade down into 1PP Grizzly Hammer”: opens with “evade up into 2K Toe Kick” in 14.6% of rounds, against 5.3% after anything else.
  • When ahead: opens with “backdash into 4K+G Scoop Kick” in 7.3% of rounds, against 3.7% when level or behind.

How is this tested?

punchP into throwP+G1389.9%
Knee Push4K into Knee Push Wild Hook4KP1188.4%
evade down into Grizzly Hammer1PP946.7%
evade up into Toe Kick2K745.3%
backdash into Scoop Kick4K+G735.2%
Middle Hell Stab6P+K725.2%
backdash into Tsunami Beat3K+G574.1%
Elbow Butt6P into Elbow Hammer6PP553.9%
evade down into crouch453.2%
evade down412.9%
backdash into Rising Hammer43PP402.9%
evade up382.7%
punchP into forward movement312.2%
backdash into Megaton Knuckle43P+K261.9%
evade down into Hammer Slide1P231.6%

116 further openings account for the other 472 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira11–10 · 52%14–8 · 64%too few to test
Brad8–10 · 44%4–12 · 25%too few to test
Wolf7–14 · 33%3–5 · 38%too few to test
Jacky17–7 · 71%5–4 · 56%too few to test
Jeffry5–7 · 42%4–5 · 44%too few to test
Sarah6–5 · 55%4–7 · 36%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?

Lau

Career
105–101 · 51.0%
This season
78 matches · 48.7%
Peak rank
23

First hit in 54.1% of 305 rounds. Won 49.7% of the rounds they struck first, 41.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Honshin Hekiken1P+K206.5%
crouch into Senkyaku Renkan Sakurokushou3KPP185.8%
evade down into crouch144.5%
Chugeki6P into Hou'ou Soushou6PP134.2%
crouch into Chisoutai2K+G134.2%
Kokyaku Haiten7K123.9%
evade down into Chisoutai2K+G113.5%
evade up into Chisoutai2K+G92.9%
backdash into Kensou4P82.6%
backdash into Touku Kosenkyaku9K82.6%
punchP into throwP+G82.6%
RenshouPP into Renkanshou3PPP72.3%
guardG72.3%
crouch into Renkanshou3PPP61.9%
evade up61.9%

78 further openings account for the other 150 rounds.

Shun

Career
239–337 · 41.5%
This season
56 matches · 42.9%
Peak rank
24

First hit in 48.9% of 221 rounds. Won 43.5% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Ryubikyaku8K+G4218.9%
crouch into Haisenchu Kaikakyaku1PK209.0%
evade up188.1%
punchP into RengekiPP156.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP83.6%
crouch into Haisenchu1P73.1%
evade down into Haisenchu Kaikakyaku1PK62.7%
evade down into Ryubikyaku8K+G62.7%
guardG62.7%
evade down52.2%
Haisenchu1P into Haisenchu Kaikakyaku1PK41.8%
Tenshin Benshu4P+K into throwP+G41.8%
evade down into Koushu Rentai1KK41.8%
Honshin Rensenkyaku4K+G31.4%
backdash into Rengeki Gakushu46PPP31.4%

54 further openings account for the other 71 rounds.

Akira

Career
9–25 · 26.5%
This season
12 matches · 8.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up49.5%
guardG into back punch+kick4P+K49.5%
evade down into backdash37.1%
evade down into backward movement37.1%
evade down24.8%
evade down into Tetsuzankou466P+K24.8%
evade up into Jouho Senshou46P24.8%
guardG24.8%
guardG into SoutoP+K24.8%
punchP into throwP+G24.8%
Kaiko6P+K+G12.4%
Souka Housui3P+K12.4%
SoutoP+K12.4%
back punch+kick4P+K12.4%
backdash into back, up-forward kick49K12.4%

11 further openings account for the other 11 rounds.

Goh

Career
8–11 · 42.1%
This season
6 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kyousengeri46K416.7%
crouch into Batousatsu3KP312.5%
backdash into Karura4P+K28.3%
Minamo Barai2P+K14.2%
backdash into Kokuryusatsu Todome46P+KPP14.2%
backdash into Maegeri3K14.2%
backdash into Muchi'uchigeri4K+G14.2%
backdash into Sune Kudaki43P14.2%
backdash into crouch14.2%
backward movement into backdash14.2%
crouch into Denkou3PP14.2%
evade down14.2%
evade up into Zukotsuwari9P+K14.2%
forward dash into throwP+G14.2%
guardG into punchP14.2%

3 further openings account for the other 3 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 (25 here; about 1.2 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: 9 of 15 tests hold up
  • Lau: 0 of 10 tests hold up
  • Shun: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Goh: not tested (too few rounds)