VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

GamingMogura

  • Brad
  • Dural
  • Aoi
  • Taka
Career matches839
Career win rate50.2%
Round win rate52.8%
Peak rank25
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1346 #2,932 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

Jeffry2443621721949.8%
Brad2324810913944.0%
Aoi2368333548.5%
Dural2553411277.4%
Taka2334211361.8%

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

201 of 432 rounds counted

6.7 inputs a second (403 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.538928
Aoi6.7404116
Taka7.042243
Jeffry6.237114

By opponent's character

Akira6.639647
Jeffry6.63955
Aoi6.438324
Jacky6.33793
Lau6.840619
Goh6.739918
Pai7.645812
Dural7.84674
Kage7.344015
Taka7.64588
Vanessa6.538813
Jean6.74019
Lei Fei6.338011
Shun6.84069
Eileen6.33784

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

Akira1912763.2%+9.1
Jeffry156940.0%-20.0
Aoi108280.0%+15.2
Jacky95455.6%+9.1
Lau72528.6%-29.5
Goh63350.0%-1.4
Pai63350.0%+6.3
Dural42250.0%-12.8
Kage42250.0%-14.2
Taka43175.0%+12.6
Vanessa42250.0%-8.8
Wolf440100.0%+65.3
El Blaze31233.3%-23.4
Jean32166.7%+20.8
Lei Fei31233.3%-31.2
Shun220100.0%+37.2
Brad1010.0%-58.8
Eileen1010.0%-52.2
Sarah110100.0%+42.2

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

Low Fence1512380.0%+30.6
Half Fence146842.9%-15.4
Breakable Full Fence139469.2%+5.3
Full Fence134930.8%-23.0
Octagon1311284.6%+33.3
Open113827.3%-23.2
Rectangle105550.0%-14.8
Single Wall106460.0%+7.5
Breakable Half Fence42250.0%-11.4
Full Fence and Open21150.0%-4.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6755.2%58.0%-2.8
No walls3658.3%51.9%+6.5

Walls against open: -9.2 points (95% range -32.9 to +14.4), p 0.444 — 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

b.bananacnn2 (Rank 21)2026/10/0241325.0%
かっつん! (Rank 21)2026/09/17220100.0%
你是来拉屎的吗 (Rank 18)2026/09/171913668.4%
HOO (Rank 21)2026/09/17220100.0%
Gideon (Rank 22)2026/08/2531233.3%
ありがとナス (Rank 28)2026/08/251010.0%
LAUCHAN (Rank 25)2026/08/252020.0%
haohwhite (Rank 26)2026/08/2596366.7%
Insanerr (Rank 21)2026/08/17220100.0%
ズサ齋藤 (Rank 17)2026/05/2821150.0%
Someonetrytowin (Rank 25)2026/05/242020.0%
THE_SnASH (Rank 21)2026/05/23220100.0%
偷桃 (Rank 24)2026/05/181010.0%
imhanzo (Rank 26)2026/05/0941325.0%
JACK-ASS (Rank 24)2026/05/0831233.3%
yabo (Rank 22)2026/05/08220100.0%
kunxkinx (Rank 21)2026/05/08220100.0%
造り酒屋の御曹司 (Rank 24)2026/05/07110100.0%
hs72kim (Rank 25)2026/05/06220100.0%
こて (Rank 24)2026/05/05330100.0%
auftakt (Rank 21)2026/05/0531233.3%
練氣小修士 (Rank 21)2026/04/1762433.3%
jc88_earth (Rank 24)2026/04/172020.0%
ALLUNDERHEAVEN (Rank 25)2026/03/2721150.0%
funny23884 (Rank 25)2026/03/2721150.0%

Round openings

Every character

Spine Whip into Lumpini Combination225.1%
Tenchi In'youP+K+G225.1%
Sharp Shoot1P into crouch163.7%
Slant Back Knuckle1P into High Spin Kick1PK153.5%
Koromoguruma66P143.2%
backdash into backward movement143.2%
backdash into guardG143.2%
evade up143.2%
kickK122.8%
Namigaeshi64P+K into Iwaodome64P+KP112.5%
Soukyu46P112.5%
evade up into guardG112.5%
Sharp Shoot1P71.6%
backdash61.4%
backdash into Stop Kick4K61.4%

137 further openings account for the other 237 rounds.

Brad

Career
109–139 · 44.0%
This season
34 matches · 41.2%
Peak rank
23

First hit in 56.7% of 141 rounds. Won 45.0% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sharp Shoot1P into crouch1611.3%
Spine Whip4P into Lumpini Combination4PK96.4%
evade up85.7%
Sharp Shoot1P75.0%
backdash into Stop Kick4K64.3%
backdash into guardG64.3%
backdash into backward movement53.5%
evade up into guardG53.5%
Further Low1K+G42.8%
Sawk Klab6P+K into crouch42.8%
backdash into Jackal Straight46P+K42.8%
evade up into kickK42.8%
Dtee Sawk Dtrohng4P+K into crouch32.1%
Sway Back4P+K+G into Mighty Knee UpperK32.1%
backdash into Sharp Shoot1P32.1%

42 further openings account for the other 54 rounds.

Dural

Career
41–12 · 77.4%
This season
30 matches · 80.0%
Peak rank
25

First hit in 53.5% of 116 rounds. Won 62.9% of the rounds they struck first, 72.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slant Back Knuckle1P into High Spin Kick1PK1512.7%
Spine Whip4P into Lumpini Combination4PK1311.0%
Soukyu46P119.3%
backdash into guardG86.8%
evade up into guardG54.2%
up kick+guard8K+G54.2%
Attai2K into Zensoutai2KK43.4%
backdash into backward movement43.4%
crouch into Zensoutai2KK43.4%
down, down-forward, forward punch+kick236P+K43.4%
evade down into guardG43.4%
evade up32.5%
evade up into Zensoutai2KK32.5%
Slant Back Knuckle1P21.7%
Spine Whip4P21.7%

28 further openings account for the other 31 rounds.

Aoi

Career
33–35 · 48.5%
This season
29 matches · 41.4%
Peak rank
23

First hit in 49.1% of 116 rounds. Won 47.4% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G2219.0%
Koromoguruma66P1412.1%
Namigaeshi64P+K into Iwaodome64P+KP119.5%
backdash into Sou'unha66K54.3%
Ouda6P+K into Oushu Hiji'ate6P+KP43.5%
Sou'unha66K43.5%
backdash43.5%
forward dash into Kusanagi2K+G43.5%
forward dash into throwP+G43.5%
Namigaeshi64P+K32.6%
backdash into Ogamigeri4K+G32.6%
backdash into backward movement32.6%
forward dash into Chudan Hiji'ate6P32.6%
punchP into NirentotsuPP32.6%
evade up21.7%

23 further openings account for the other 27 rounds.

Taka

Career
21–13 · 61.8%
This season
10 matches · 70.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK1125.6%
Hiji'ate6P37.0%
backdash into kickK37.0%
punchP into Tsuppari 2PP37.0%
Kachi'age33P+K24.7%
backdash into Kachi'age33P+K24.7%
backdash into backward movement24.7%
punchP24.7%
Agyou4P+K+G12.3%
Aka'oni MidaremageP+K12.3%
Gozougeri4K12.3%
Kirikabu Kudaki1P+K12.3%
Marutahiza6K into punchP12.3%
Tsuppari 3PPP into Tsuppari 4PPPP12.3%
backdash into Gozougeri4K12.3%

8 further openings account for the other 8 rounds.

Jeffry

Career
217–219 · 49.8%
This season
3 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking Low2K+G428.6%
Hammer Slide1P into Grizzly Hammer1PP214.3%
Dash Elbow66P into Dash Elbow Upper66PP17.1%
backdash into Double Hammer Down43P17.1%
crouch into Grizzly Hammer1PP17.1%
down-back kick1K17.1%
evade up17.1%
evade up into Double Hammer Down43P17.1%
evade up into guardG17.1%
up-forward punch9P17.1%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)