VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

おとうさん

  • Taka
  • Akira
  • Pai
Career matches1,874
Career win rate43.3%
Round win rate45.2%
Peak rank26
Distinct opponents128
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1217 #3,389 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

Jeffry241,36458577942.9%
Taka2629516612956.3%
Akira21116407634.5%
Pai2199217821.2%

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

1,090 of 1,292 rounds counted

8.5 inputs a second (508 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.2494646
Taka8.7520293
Akira9.456289
Pai8.752062

By opponent's character

Akira8.3501213
Jacky8.7523122
Aoi9.6573117
Goh8.550872
Brad8.551067
Pai7.846564
El Blaze8.350050
Jean8.048256
Kage7.947656
Lau7.846753
Lion8.350046
Sarah8.450450
Taka9.456223
Lei Fei8.65178
Shun8.450633
Jeffry7.847125
Wolf9.95979
Vanessa9.355913
Dural9.05409
Eileen9.55724

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

Akira68373154.4%+8.8
Jacky36162044.4%+3.1
Aoi34112332.4%-7.5
Goh2061430.0%-15.6
Brad1861233.3%-7.7
Pai169756.2%+9.5
El Blaze157846.7%+11.6
Jean1551033.3%-3.2
Kage1441028.6%-12.8
Lau138561.5%+2.0
Lion137653.9%+4.3
Sarah128466.7%+14.3
Taka107370.0%+24.8
Lei Fei91811.1%-19.7
Shun93633.3%-3.1
Jeffry82625.0%-18.6
Wolf84450.0%+7.4
Vanessa61516.7%-22.4
Dural2020.0%-29.4
Eileen1010.0%-23.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Low Fence44202445.5%+2.1
Full Fence37191851.4%+3.0
Rectangle36162044.4%+1.8
Breakable Full Fence35122334.3%-13.6
Breakable Half Fence35171848.6%+1.1
Full Fence and Open29121741.4%-6.2
Octagon2671926.9%-13.2
Open26121446.1%+13.3
Half Fence25101540.0%-3.7
Single Wall168850.0%+11.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19441.8%45.0%-3.3
No walls8646.5%39.9%+6.6

Walls against open: -9.9 points (95% range -22.8 to +3.1), p 0.135 — 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

osAnKIRA (Rank 21)2026/10/0963350.0%
ねこ吉 (Rank 24)2026/09/1541325.0%
cs2skoda (Rank 24)2026/09/1541325.0%
あかげら (Rank 24)2026/09/1451420.0%
パニガーレ (Rank 24)2026/09/1452340.0%
拳拳體爆光 (Rank 22)2026/08/2841325.0%
トローリロートル (Rank 22)2026/08/2841325.0%
dalmax72 (Rank 24)2026/08/2875271.4%
廿撚二 (Rank 21)2026/08/2754180.0%
A56-7W (Rank 26)2026/08/2742250.0%
CELIS (Rank 27)2026/08/2732166.7%
カミナリおやじ (Rank 26)2026/08/2651420.0%
格雷希欧 (Rank 23)2026/08/26112918.2%
super_style (Rank 24)2026/08/2692722.2%
hitokabe2003 (Rank 23)2026/08/2651420.0%
nyokki2026 (Rank 14)2026/08/2664266.7%
yasai (Rank 23)2026/08/2563350.0%
ガンジャッキー (Rank 25)2026/08/2551420.0%
mokoha_jean (Rank 23)2026/08/24117463.6%
ぬ (Rank 20)2026/08/1942250.0%
ら族 (Rank 21)2026/06/2963350.0%
6132da (Rank 21)2026/06/2853260.0%
スタンプジャンパー (Rank 23)2026/06/2153260.0%
我的名字叫顺溜 (Rank 21)2026/06/201311284.6%
テイマソ (Rank 23)2026/04/124040.0%

Round openings

Every character

crouch into Side Kick3K967.6%
backdash into Rising Hammer43PP927.3%
forward movement into punchP564.4%
forward movement into Double KnucklePP524.1%
punchP into Double KnucklePP483.8%
backdash into Ao'oni Midaremage214P+K372.9%
backdash into Double Hammer Down43P352.8%
crouch into Ducking Low2K+G272.1%
backdash into Full Swing Double Hammer41236P+K191.5%
backdash into evade up191.5%
crouch into Shita Harite2P181.4%
forward movement into Tsuppari 2PP181.4%
Elbow Butt6P into Elbow Hammer6PP151.2%
up-back kick7K151.2%
backdash into Side Kick3K141.1%

317 further openings account for the other 701 rounds.

Counted from 319 of the 327 matches played. The rest were not pulled for openings.

Jeffry

Career
585–779 · 42.9%
This season
211 matches · 43.1%
Peak rank
24

First hit in 56.7% of 811 rounds. Won 46.7% of the rounds they struck first, 42.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 18.2% of rounds, against 11.2% in their other rounds.
  • Against Jean: moves in first in 28.6% of rounds, against 11.8% against everyone else.
  • On Rectangle stages: attacks straight away in 42.2% of rounds, against 25.5% on the other stages.
  • After opening the round before by moving in: moves in first in 21.3% of rounds, against 9.3% after anything else.
  • After losing a round: moves in first in 16.0% of rounds, against 5.7% after winning one.
  • In round 1: opens with “P punch into PP Double Knuckle” in 11.8% of rounds, against 3.9% in their other rounds.
  • Against Brad: opens with “crouch into 3K Side Kick” in 30.0% of rounds, against 10.8% against everyone else.
  • After opening the round before with “crouch into 3K Side Kick”: opens with “crouch into 3K Side Kick” in 22.0% of rounds, against 8.1% after anything else.
  • After losing a round: opens with “crouch into 3K Side Kick” in 12.7% of rounds, against 6.8% after winning one.
  • When behind: opens with “backdash into 43P Double Hammer Down” in 6.6% of rounds, against 1.7% when ahead or level.

How is this tested?

crouch into Side Kick3K9611.7%
backdash into Rising Hammer43PP9211.2%
forward movement into Double KnucklePP526.4%
punchP into Double KnucklePP485.9%
backdash into Double Hammer Down43P354.3%
forward movement into punchP303.7%
crouch into Ducking Low2K+G273.3%
backdash into Full Swing Double Hammer41236P+K192.3%
Elbow Butt6P into Elbow Hammer6PP151.8%
backdash into Side Kick3K141.7%
backdash into evade up141.7%
up-back kick7K141.7%
Knee Push4K131.6%
backdash into throwP+G121.5%
crouch into Double Upper3PP121.5%

157 further openings account for the other 325 rounds.

Counted from 203 of the 211 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
Akira8–17 · 32%2–2 · 50%too few to test
Jacky6–7 · 46%4–3 · 57%too few to test
Aoi4–5 · 44%1–5 · 17%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.

8 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?

Taka

Career
166–129 · 56.3%
This season
76 matches · 54.0%
Peak rank
26

First hit in 48.6% of 290 rounds. Won 53.2% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Ao'oni Midaremage214P+K3712.6%
forward movement into punchP258.5%
crouch into Shita Harite2P186.1%
forward movement into Tsuppari 2PP186.1%
backdash into Kirikabu Kudaki1P+K113.8%
punchP into Tsuppari 2PP93.1%
Morotezuki66P into Morote Tsuppari66PP82.7%
Tsuyubarai2P+K into Tsuyubarai 22P+KP82.7%
backdash into Kachi'age33P+K72.4%
forward movement into Tsuppari 3PPP62.0%
Kirikabu Kudaki1P+K into evade down51.7%
Tsuppari 2PP into Tsuppari 3PPP51.7%
backdash into Dohyouwari43P51.7%
Kirikabu Kudaki1P+K41.4%
Kirikabu Kudaki1P+K into crouch41.4%

74 further openings account for the other 123 rounds.

Akira

Career
40–76 · 34.5%
This season
24 matches · 29.2%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Housui3P+K1213.5%
Rimon Chouchu66P1112.4%
backdash into Jouho Senshou46P66.7%
Chouyoushu1P44.5%
crouch into Sokutai3K44.5%
Jouho Touken6P22.2%
Rimon Chouchu66P into crouch dash forward22.2%
Souka Housui3P+K into evade down22.2%
backdash into Chouzan Housui46P+K22.2%
backdash into Fukko3K+GP+K22.2%
evade up into Tetsuzankou466P+K22.2%
forward dash into Jouho Touken6P22.2%
guardG into Jouho Senshou46P22.2%
Chouyoushu1P into forward dash11.1%
Chouzan Housui46P+K11.1%

34 further openings account for the other 34 rounds.

Pai

Career
21–78 · 21.2%
This season
16 matches · 18.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kochoukyaku4K+G69.7%
Haitenkyaku7K46.5%
crouch into Souanshou3P+K46.5%
Chouho Soukasui66P+K34.8%
Enbikyaku3K+G34.8%
Ensei SenpukyakuK+G23.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK23.2%
Ryoushou6P+K23.2%
crouch into Senkyaku Chushou3KP23.2%
crouch into Souchuken2P23.2%
Danshitsu6K into Danshitsu Senshou6KP11.6%
Ensei SenpukyakuK+G into Kochoukyaku4K+G11.6%
Hi'en Tankyaku9K11.6%
Honshin Soukyaku1K+G11.6%
Meishouho4P+K+G into Ensei SenpukyakuK+G11.6%

27 further openings account for the other 27 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 (15 here; about 0.8 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: 10 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Pai: not tested (too few rounds)