VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

ニトロ

  • Kage
  • Goh
  • Lau
Career matches6,457
Career win rate51.4%
Round win rate50.5%
Peak rank37
Distinct opponents633
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1612 #1,271 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

Jeffry362,6941,3781,31651.1%
Kage371,90498591951.7%
Goh351,85595590051.5%
Lau2641325.0%

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

11,280 of 11,280 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.83514,378
Kage5.73453,662
Goh5.73443,236
Lau6.53894

By opponent's character

Akira5.83471,527
Jacky5.93561,239
Wolf5.9355960
Kage5.6337801
Jean5.7344692
Brad5.7342644
Lau5.8347648
Jeffry6.0357570
Goh5.9355490
Lion5.9352456
Aoi5.7344481
Pai5.9351458
Lei Fei5.6334465
Shun5.7343448
Sarah5.8348371
El Blaze5.6335354
Vanessa5.6337377
Taka5.6335133
Dural5.834686
Eileen5.734180

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

Akira37319617752.5%-0.1
Jacky29915914053.2%+0.5
Wolf24012911153.8%+3.2
Kage1978111641.1%-8.1
Jean166858151.2%+1.4
Brad163778647.2%-2.8
Lau163788547.9%-1.0
Jeffry140746652.9%+0.5
Goh121635852.1%-0.3
Lion117585949.6%+0.9
Aoi116516544.0%-5.5
Pai115575849.6%-2.1
Lei Fei113635055.8%+3.6
Shun113654857.5%+6.5
Sarah93583562.4%+10.9
El Blaze91415045.0%-6.4
Vanessa91375440.7%-5.2
Taka35152042.9%-5.5
Dural2417770.8%+20.1
Eileen2113861.9%+18.4

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Fence30016014053.3%+2.7
Low Fence29415414052.4%+0.4
Open29414814650.3%-0.1
Rectangle28915513453.6%+2.2
Breakable Half Fence28814014848.6%-1.7
Full Fence27914713252.7%+3.5
Half Fence26812514346.6%-4.1
Octagon25613012650.8%-0.3
Single Wall23911512448.1%-3.2
Full Fence and Open149757450.3%+0.0

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
Walls1,68051.0%50.6%+0.4
No walls82750.4%51.2%-0.7

Walls against open: +1.1 points (95% range -3.2 to +5.5), p 0.606 — 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

漂泊の民回線ジプシー (Rank 36)2026/10/181761135.3%
zakisan (Rank 37)2026/10/181851327.8%
マクシミリアン15世 (Rank 33)2026/10/182014670.0%
[VirtuAnalytics]SuperGolden (Rank 33)2026/10/171510566.7%
bonbon (Rank 31)2026/10/17178947.1%
jihyo (Rank 37)2026/10/172291340.9%
ごちももも (Rank 34)2026/10/1521101147.6%
ねこむーと (Rank 38)2026/10/151991047.4%
LEO (Rank 36)2026/10/1527121544.4%
ヘニオ (Rank 33)2026/10/1137251267.6%
寿司眼鉄 (Rank 39)2026/10/101541126.7%
Uecchi-Ver53 (Rank 33)2026/10/092617965.4%
ザイオン (Rank 34)2026/10/061761135.3%
nidaimebannai (Rank 37)2026/10/06168850.0%
ケツバッターA (Rank 35)2026/10/021641225.0%
poteto (Rank 37)2026/09/27168850.0%
Melt (Rank 35)2026/09/241510566.7%
イイクルーン (Rank 37)2026/09/2429141548.3%
fixed-star_61 (Rank 34)2026/09/221991047.4%
hsat0310 (Rank 35)2026/09/162013765.0%
BigBoin (Rank 33)2026/09/16157846.7%
zaduhkj (Rank 35)2026/09/14146842.9%
ぶーん (Rank 34)2026/09/1335241168.6%
moto__666 (Rank 34)2026/09/11146842.9%
しょべるん (Rank 36)2026/09/101751229.4%

Round openings

Every character

backdash into evade up1,07210.9%
backdash into guardG1,02110.4%
evade down into guardG9629.8%
backdash into Kodachinuki4K2963.0%
backdash into Double Hammer Down43P2402.5%
crouch into Low Knuckle2P2342.4%
crouch dash back into guardG2212.3%
forward movement into punchP2172.2%
guardG2022.1%
backdash into Kenka Hook46P1942.0%
crouch into Ducking Low2K+G1942.0%
backdash into evade down1561.6%
crouch into guardG1511.5%
evade up1451.5%
crouch dash back into evade down1201.2%

629 further openings account for the other 4,371 rounds.

Counted from 2,421 of the 2,791 matches played. The rest were not pulled for openings.

Jeffry

Career
1,378–1,316 · 51.1%
This season
1,078 matches · 50.8%
Peak rank
36

First hit in 52.5% of 4,284 rounds. Won 52.9% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: waits first in 23.8% of rounds, against 13.5% in their other rounds.
  • Against Shun: evades first in 35.1% of rounds, against 14.1% against everyone else.
  • On Rectangle stages: moves in first in 9.4% of rounds, against 2.1% on the other stages.
  • After opening the round before by backing off: backs off first in 62.3% of rounds, against 50.4% after anything else.
  • After the opponent opened the round before by attacking: waits first in 20.7% of rounds, against 16.9% after anything else.
  • After losing a round: evades first in 19.4% of rounds, against 9.0% after winning one.
  • When behind: evades first in 19.5% of rounds, against 11.5% when ahead or level.
  • In round 4 or later: opens with “crouch into 2P Low Knuckle” in 11.2% of rounds, against 3.4% in their other rounds.
  • Against Shun: opens with “evade down into G guard” in 21.1% of rounds, against 7.0% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 18.6% of rounds, against 9.1% after anything else.
  • After losing a round: opens with “evade down into G guard” in 9.6% of rounds, against 3.3% after winning one.
  • When behind: opens with “evade down into G guard” in 9.7% of rounds, against 5.0% when ahead or level.

How is this tested?

backdash into evade up47211.0%
backdash into guardG45810.7%
evade down into guardG3287.6%
backdash into Double Hammer Down43P2405.6%
crouch into Low Knuckle2P2345.4%
backdash into Kenka Hook46P1944.5%
crouch into Ducking Low2K+G1944.5%
crouch dash back into guardG1323.1%
backdash into evade down1062.5%
guardG701.6%
crouch dash back into evade down651.5%
backdash into Overblow Shoulder66P+K631.5%
forward movement into punchP611.4%
crouch into guardG541.3%
backdash into Full Swing Upper33P521.2%

283 further openings account for the other 1,576 rounds.

Counted from 1,058 of the 1,078 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira37–43 · 46%16–17 · 48%-3.0
Jacky44–30 · 59%26–20 · 57%+0.7
Wolf35–27 · 56%18–20 · 47%+7.3
Kage24–31 · 44%9–11 · 45%too few to test
Lau16–20 · 44%12–15 · 44%too few to test
Goh22–20 · 52%6–4 · 60%too few to test
Brad15–14 · 52%4–8 · 33%too few to test
Lion14–15 · 48%4–8 · 33%too few to test
Aoi16–14 · 53%5–10 · 33%too few to test
Shun13–7 · 65%12–4 · 75%too few to test
Jean20–9 · 69%6–4 · 60%too few to test
Pai16–11 · 59%5–6 · 45%too few to test
Sarah10–8 · 56%13–6 · 68%too few to test
Vanessa14–11 · 56%3–9 · 25%too few to test
Lei Fei9–12 · 43%8–5 · 62%too few to test
Jeffry9–12 · 43%3–1 · 75%too few to test
El Blaze8–8 · 50%2–2 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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

20 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Kage

Career
985–919 · 51.7%
This season
913 matches · 50.7%
Peak rank
37

First hit in 47.4% of 3,423 rounds. Won 54.6% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 32.5% of rounds, against 19.3% in their other rounds.
  • Against Shun: waits first in 24.2% of rounds, against 8.8% against everyone else.
  • After opening the round before by evading: evades first in 24.9% of rounds, against 17.5% after anything else.
  • After winning a round: attacks straight away in 19.8% of rounds, against 6.5% after losing one.
  • When ahead: attacks straight away in 19.0% of rounds, against 8.7% when level or behind.
  • In round 1: opens with “evade down into G guard” in 22.0% of rounds, against 9.4% in their other rounds.
  • Against Lei Fei: opens with “backdash into G guard” in 24.9% of rounds, against 7.7% against everyone else.
  • After winning a round: opens with “forward movement into P punch” in 7.3% of rounds, against 1.0% after losing one.
  • When ahead: opens with “forward movement into P punch” in 5.7% of rounds, against 2.8% when level or behind.

How is this tested?

evade down into guardG43012.5%
backdash into Kodachinuki4K2968.6%
backdash into guardG2948.5%
backdash into evade up2637.6%
forward movement into punchP1123.2%
Kouten63214P1083.1%
backdash into Ura Tsumujigeri44K1002.9%
backdash into Furikakato OtoshiK+G892.6%
guardG772.2%
crouch dash back into guardG661.9%
Jakenshou214P+K621.8%
crouch into guardG581.7%
backdash into Gen'you4K+G571.7%
forward movement into ResshouPP571.7%
crouch into Jizuridan2P561.6%

244 further openings account for the other 1,316 rounds.

Counted from 856 of the 913 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira43–35 · 55%19–16 · 54%-1.3
Jacky33–20 · 62%13–13 · 50%too few to test
Wolf27–19 · 59%12–9 · 57%too few to test
Kage14–29 · 33%8–8 · 50%too few to test
Jean20–26 · 43%5–7 · 42%too few to test
Brad14–20 · 41%9–8 · 53%too few to test
Lau13–10 · 57%10–9 · 53%too few to test
Lei Fei13–8 · 62%5–10 · 33%too few to test
Jeffry13–11 · 54%8–2 · 80%too few to test
Lion12–8 · 60%2–8 · 20%too few to test
Pai13–17 · 43%3–0 · 100%too few to test
El Blaze7–14 · 33%6–3 · 67%too few to test
Shun7–6 · 54%6–3 · 67%too few to test
Aoi7–7 · 50%2–8 · 20%too few to test
Goh8–4 · 67%6–4 · 60%too few to test
Sarah9–5 · 64%1–5 · 17%too few to test
Vanessa7–10 · 41%0–3 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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

57 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Goh

Career
955–900 · 51.5%
This season
799 matches · 50.7%
Peak rank
35

First hit in 46.7% of 2,044 rounds. Won 53.9% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 7.1% of rounds, against 2.9% in their other rounds.
  • Against Shun: evades first in 40.9% of rounds, against 19.4% against everyone else.
  • After opening the round before by waiting: waits first in 26.3% of rounds, against 10.2% after anything else.
  • After losing a round: evades first in 25.1% of rounds, against 14.3% after winning one.
  • When behind: evades first in 26.2% of rounds, against 16.2% when ahead or level.
  • In round 4 or later: opens with “crouch into 2P Sune'uchi” in 5.9% of rounds, against 2.1% in their other rounds.
  • Against Lei Fei: opens with “backdash into G guard” in 45.0% of rounds, against 11.8% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 25.6% of rounds, against 15.9% after anything else.
  • When behind: opens with “evade down into G guard” in 12.5% of rounds, against 6.9% when ahead or level.

How is this tested?

backdash into evade up33516.3%
backdash into guardG26913.1%
evade down into guardG2049.9%
backdash into Karura4P+K1135.5%
crouch into Sune'uchi2P643.1%
guardG552.7%
evade up442.1%
forward movement into punchP442.1%
backdash into Hoderi4P412.0%
crouch into guardG391.9%
backdash into Soukyu46P341.7%
backdash into evade down311.5%
guardG into evade down301.5%
Ni'oudaoshi3K+G261.3%
backdash into AgitosogiP+K231.1%

195 further openings account for the other 700 rounds.

Counted from 506 of the 799 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–11 · 58%12–11 · 52%too few to test
Jeffry15–17 · 47%12–7 · 63%too few to test
Jacky12–15 · 44%4–8 · 33%too few to test
Goh9–11 · 45%5–5 · 50%too few to test
Kage4–13 · 24%7–9 · 44%too few to test
Shun8–12 · 40%8–3 · 73%too few to test
Jean12–10 · 55%5–2 · 71%too few to test
Lau4–4 · 50%8–7 · 53%too few to test
Pai7–6 · 54%3–4 · 43%too few to test
Aoi9–11 · 45%0–1 · 0%too few to test
El Blaze8–10 · 44%1–2 · 33%too few to test
Wolf9–5 · 64%3–4 · 43%too few to test
Lei Fei8–7 · 53%2–1 · 67%too few to test
Sarah10–5 · 67%4–0 · 100%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.

293 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Lau

Career
1–3 · 25.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up250.0%
RenshouPP into Renshou Senputai3PPK125.0%
evade up into Senchutai3K125.0%

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 (50 here; about 2.5 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: 12 of 18 tests hold up
  • Kage: 9 of 16 tests hold up
  • Goh: 9 of 16 tests hold up
  • Lau: not tested (too few rounds)