VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

yagio130r

  • Brad
  • Wolf
  • Lau
Career matches8,364
Career win rate47.2%
Round win rate48.9%
Peak rank26
Distinct opponents186
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1370 #2,807 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

Jeffry263,2561,5131,74346.5%
Brad262,6591,2501,40947.0%
Wolf251,44970074948.3%
Lau261,00048551548.5%

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

2,423 of 2,853 rounds counted

7.4 inputs a second (442 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.34381,121
Brad7.2433665
Wolf7.4441362
Lau8.1484275

By opponent's character

Akira7.6456377
Aoi7.3441304
Wolf7.3436254
Jacky7.4442255
Goh7.4444130
Lion7.4444127
El Blaze6.9416132
Pai7.4445135
Sarah7.2434115
Jean7.5452109
Brad7.5453104
Jeffry7.343988
Lei Fei7.544786
Shun7.444557
Eileen7.444247
Kage7.243234
Vanessa7.042032
Lau7.243017
Taka6.840813
Dural7.24337

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

Akira112654758.0%+5.6
Aoi82384446.3%-3.6
Wolf78413752.6%+3.2
Jacky74264835.1%-8.5
Goh41231856.1%+2.2
Lion40261465.0%+20.2
El Blaze39152438.5%-8.2
Pai39231659.0%+10.9
Sarah35122334.3%-11.6
Jean30102033.3%-11.7
Brad26121446.1%+4.2
Jeffry25141156.0%+1.2
Lei Fei21101147.6%+8.7
Shun156940.0%-1.9
Eileen147750.0%+2.9
Kage124833.3%-16.3
Vanessa104640.0%-17.2
Lau65183.3%+21.4
Taka62433.3%-19.2
Dural2020.0%-64.5

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 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

Half Fence89424747.2%-2.9
Single Wall82384446.3%-1.0
Breakable Half Fence80483260.0%+8.9
Octagon78403851.3%+4.4
Breakable Full Fence75354046.7%-1.3
Low Fence68313745.6%-2.4
Open61332854.1%+2.9
Full Fence53242945.3%-0.4
Rectangle48232547.9%-2.3
Full Fence and Open33141942.4%-4.0

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
Walls42350.1%48.9%+1.2
No walls21148.3%48.6%-0.3

Walls against open: +1.5 points (95% range -6.8 to +9.8), p 0.727 — 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

GWO (Rank 25)2026/10/1871614.3%
dalmax72 (Rank 23)2026/10/18159660.0%
hahaha (Rank 27)2026/10/1693633.3%
スタンプジャンパー (Rank 23)2026/10/022215768.2%
ゲス拳サンボ☆彡 (Rank 26)2026/10/021710758.8%
けつ毛バーガーking (Rank 24)2026/10/02129375.0%
イチゲン (Rank 29)2026/09/3082625.0%
カミナリおやじ (Rank 29)2026/09/301531220.0%
ゅろぽ (Rank 23)2026/09/2495455.6%
yasai (Rank 23)2026/09/2376185.7%
AiokometeZ (Rank 22)2026/09/1596366.7%
HayanieMozu (Rank 22)2026/09/13119281.8%
Martin1833 (Rank 24)2026/09/1373442.9%
orz (Rank 29)2026/09/0527111640.7%
うんちブリブリ (Rank 27)2026/08/2991811.1%
DDaDDai (Rank 28)2026/08/29113827.3%
Multipla (Rank 24)2026/08/0595455.6%
allgonnaworkout (Rank 28)2026/07/2571614.3%
金田一の少年 (Rank 27)2026/07/2373442.9%
ぽん (Rank 25)2026/07/21105550.0%
nasumiso (Rank 27)2026/06/24117463.6%
kobaman (Rank 26)2026/06/21125741.7%
ooosugi1202 (Rank 25)2026/06/1884450.0%
Gun-Interceptor (Rank 25)2026/05/2783537.5%
Fuji_Atsuka (Rank 21)2026/05/1912120100.0%

Round openings

Every character

guardG into evade down2077.6%
evade down into guardG1575.7%
guardG into evade up1214.4%
guardG983.6%
punchP903.3%
forward movement into punchP843.1%
backdash into Head Attack46P+K772.8%
guardG into Low Knuckle2P722.6%
Sway Back4P+K+G into Mighty Knee UpperK682.5%
Smash Upper3P into Double Upper3PP622.3%
backdash into Scoop Kick4K+G612.2%
guardG into Sit Jab2P582.1%
evade up into guardG542.0%
Souko Sensou66P+K into Tenshin EngekishouP+K491.8%
Destruction Body3P+K451.6%

328 further openings account for the other 1,432 rounds.

Counted from 677 of the 707 matches played. The rest were not pulled for openings.

Jeffry

Career
1,513–1,743 · 46.5%
This season
314 matches · 47.1%
Peak rank
26

First hit in 58.0% of 1,199 rounds. Won 49.9% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 46.3% of rounds, against 25.5% in their other rounds.
  • Against Goh: backs off first in 34.2% of rounds, against 17.5% against everyone else.
  • In round 1: opens with “evade down into G guard” in 13.5% of rounds, against 2.6% in their other rounds.

How is this tested?

guardG into evade down998.2%
backdash into Head Attack46P+K776.4%
guardG into Low Knuckle2P726.0%
guardG into evade up675.6%
evade down into guardG645.3%
Smash Upper3P into Double Upper3PP625.1%
backdash into Scoop Kick4K+G615.1%
Full Swing Upper33P423.5%
guardG423.5%
Head Attack46P+K352.9%
punchP342.8%
evade up into guardG262.2%
Knee Push4K into Knee Push Wild Hook4KP231.9%
Knee Attack6K211.7%
evade down into Low Knuckle2P201.7%

141 further openings account for the other 461 rounds.

Counted from 296 of the 314 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
Jacky13–22 · 37%2–5 · 29%too few to test
Akira19–7 · 73%9–7 · 56%too few to test
Wolf12–10 · 55%4–11 · 27%too few to test
Aoi15–14 · 52%5–3 · 62%too few to test
Pai10–5 · 67%3–0 · 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.

18 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?

Brad

Career
1,250–1,409 · 47.0%
This season
213 matches · 47.0%
Peak rank
26

First hit in 52.1% of 810 rounds. Won 47.6% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 31.9% of rounds, against 10.4% in their other rounds.
  • In round 1: opens with “evade down into G guard” in 18.1% of rounds, against 3.4% in their other rounds.
  • Against Lei Fei: opens with “G guard into evade down” in 22.4% of rounds, against 8.0% against everyone else.

How is this tested?

guardG into evade down738.9%
Sway Back4P+K+G into Mighty Knee UpperK688.3%
forward movement into punchP637.7%
evade down into guardG587.1%
guardG into Sit Jab2P587.1%
Destruction Body3P+K455.5%
guardG into evade up435.2%
punchP415.0%
guardG354.3%
Jolt Upper3P into Dtee Sawk Combination3PP283.4%
evade down into Sit Jab2P232.8%
Sway Back4P+K+G into BreakdownP+K212.6%
Elbow Hook6P161.9%
evade up into guardG161.9%
Dtee Sawk Dtrohng4P+K141.7%

91 further openings account for the other 218 rounds.

Counted from 204 of the 213 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–4 · 67%3–4 · 43%too few to test
El Blaze7–8 · 47%0–0 · —too few to test
Aoi7–9 · 44%2–1 · 67%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.

9 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?

Wolf

Career
700–749 · 48.3%
This season
98 matches · 49.0%
Peak rank
25

First hit in 56.6% of 380 rounds. Won 49.3% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 35.8% of rounds, against 12.4% in their other rounds.
  • In round 1: opens with “evade down into G guard” in 16.8% of rounds, against 1.7% in their other rounds.

How is this tested?

backdash into Mow Down Chop1P+K277.0%
Arrow Knuckle3P266.8%
evade down into guardG215.5%
guardG into evade down215.5%
Elbow Butt4P205.2%
punchP into throwP+G205.2%
backdash into Elbow Butt4P164.2%
punchP into Jab StraightPP164.2%
guardG143.6%
guardG into Low Hammer2P143.6%
punchP133.4%
Mow Down Chop1P+K92.3%
backdash into One-Hand Reverse Hammer4P+K82.1%
guardG into evade up71.8%
punchP into backdash71.8%

79 further openings account for the other 146 rounds.

Counted from 95 of the 98 matches played. The rest were not pulled for openings.

Lau

Career
485–515 · 48.5%
This season
82 matches · 57.3%
Peak rank
26

First hit in 45.4% of 324 rounds. Won 55.1% of the rounds they struck first, 53.7% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 24.4% of rounds, against 7.4% in their other rounds.
  • In round 2: opens with “66P+K Souko Sensou into P+K Tenshin Engekishou” in 25.9% of rounds, against 11.5% in their other rounds.

How is this tested?

Souko Sensou66P+K into Tenshin EngekishouP+K4915.1%
Shakashou3P into RenshouPP226.8%
backdash into Honshin Hekiken1P+K216.5%
backdash into Kensou4P206.2%
Honshin Hekiken1P+K185.6%
evade down into guardG144.3%
guardG into evade down144.3%
guardG into Souchuken2P123.7%
Touku Shashou897P+K113.4%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK72.2%
Hi'en Tenshinshou44P into Hi'en Renshou44PP72.2%
backdash into Sako Soushou4P+K72.2%
guardG72.2%
Sako Soushou4P+K into Tenshin EngekishouP+K61.9%
evade up into guardG61.9%

61 further openings account for the other 103 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 (58 here; about 2.9 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: 3 of 15 tests hold up
  • Brad: 3 of 15 tests hold up
  • Wolf: 2 of 14 tests hold up
  • Lau: 2 of 14 tests hold up