VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

栗田親方(KuritaOyakata)

  • Jeffry
Career matches2,279
Career win rate55.1%
Round win rate46.5%
Peak rank41
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1644 #1,077 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

Taka411,8791,05782256.2%
Jeffry3540019820249.5%

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

435 of 518 rounds counted

9.1 inputs a second (545 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry9.1544431
Taka9.65744

By opponent's character

Akira9.355870
Kage8.953319
Lei Fei8.853033
Brad8.853038
Wolf9.255537
Jeffry8.953734
Vanessa8.853036
Goh9.154525
Jacky9.657724
Lau9.355514
Shun9.154518
Pai8.953418
Sarah8.852716
Aoi9.15448
Eileen8.852710
Jean8.953711
Lion9.757912
Dural9.45668
El Blaze9.65744

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

Akira1910952.6%+11.9
Kage1631318.8%-22.6
Lei Fei105550.0%+9.3
Brad95455.6%+22.7
Wolf95455.6%+22.8
Jeffry85362.5%+23.7
Vanessa82625.0%-20.0
Goh75271.4%+22.2
Jacky71614.3%-26.0
Lau74357.1%+7.3
Shun53260.0%+19.9
Pai41325.0%-26.8
Sarah41325.0%-11.8
Aoi3030.0%-36.1
Eileen3030.0%-37.5
Jean32166.7%+40.5
Lion3030.0%-37.4
Dural2020.0%-46.8
El Blaze1010.0%-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 Fence1911857.9%+25.7
Breakable Half Fence189950.0%+12.5
Open1741323.5%-23.8
Octagon1651131.2%-7.9
Full Fence126650.0%+4.7
Breakable Full Fence113827.3%-15.8
Half Fence83537.5%+0.0
Rectangle83537.5%-13.7
Single Wall73442.9%+17.5
Full Fence and Open31233.3%-21.1

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
Walls7339.7%41.5%-1.8
No walls4341.9%37.6%+4.2

Walls against open: -6.0 points (95% range -26.6 to +14.7), p 0.572 — 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

BONZE_ADVENTURE (Rank 36)2026/10/1642250.0%
@nanbuno_fishing (Rank 33)2026/10/0942250.0%
rikkojjeang (Rank 37)2026/10/0332166.7%
KillBill (Rank 31)2026/10/0364266.7%
よーこー (Rank 35)2026/10/0331233.3%
BigBoin (Rank 35)2026/10/0321150.0%
REDdog.狂犬 (Rank 33)2026/10/0362433.3%
GreenJacky (Rank 32)2026/10/032020.0%
漂泊の民回線ジプシー (Rank 38)2026/10/0331233.3%
inoshikatyo1007 (Rank 32)2026/10/032020.0%
zaduhkj (Rank 35)2026/10/03220100.0%
nidaimebannai (Rank 37)2026/10/032020.0%
44884 (Rank 31)2026/08/29220100.0%
ルドルフ (Rank 32)2026/08/2252340.0%
AzaeManV (Rank 37)2026/08/2231233.3%
ibusys (Rank 31)2026/08/2241325.0%
abcdkazu1986 (Rank 36)2026/08/2132166.7%
n-nova06 (Rank 32)2026/08/21330100.0%
ma.ya2013 (Rank 29)2026/07/31220100.0%
ひさごん (Rank 32)2026/07/1031233.3%
Iei-Taicho-0624 (Rank 39)2026/04/1731233.3%
ハティーン (Rank 39)2026/03/3032166.7%
manji_aks (Rank 38)2026/03/3031233.3%
おかし (Rank 40)2026/03/272020.0%
せろり☆ (Rank 44)2026/03/275050.0%

Round openings

Every character

forward movement into punchP7414.9%
backdash into evade down397.9%
forward movement into Double KnucklePP214.2%
Elbow Butt6P into Elbow Hammer6PP173.4%
backdash into Double KnucklePP153.0%
crouch dash forward into throw escape142.8%
Low Knuckle2P122.4%
backdash into Dash Elbow66P122.4%
backdash into Tsunami Beat3K+G102.0%
punchP into Double KnucklePP102.0%
Middle Hell Stab6P+K91.8%
backdash into Kenka Hook46P81.6%
crouch dash forward into evade down81.6%
Dash Elbow66P into forward movement71.4%
crouch dash forward into guardG71.4%

124 further openings account for the other 233 rounds.

Counted from 122 of the 128 matches played. The rest were not pulled for openings.

Jeffry

Career
198–202 · 49.5%
This season
107 matches · 43.0%
Peak rank
35

First hit in 58.7% of 409 rounds. Won 48.8% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into punchP5513.4%
backdash into evade down358.6%
forward movement into Double KnucklePP215.1%
Elbow Butt6P into Elbow Hammer6PP174.2%
backdash into Double KnucklePP153.7%
crouch dash forward into throw escape133.2%
Low Knuckle2P122.9%
backdash into Dash Elbow66P122.9%
backdash into Tsunami Beat3K+G102.4%
punchP into Double KnucklePP102.4%
Middle Hell Stab6P+K92.2%
backdash into Kenka Hook46P82.0%
crouch dash forward into evade down82.0%
Dash Elbow66P into forward movement71.7%
Low Knuckle2P into throwP+G61.5%

91 further openings account for the other 171 rounds.

Counted from 101 of the 107 matches played. The rest were not pulled for openings.

Taka

Career
1,057–822 · 56.2%
This season
21 matches · 28.6%
Peak rank
41

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1921.8%
Mawashi Harite44P into Yoko Harite4P66.9%
Morotezuki66P into Morote Tsuppari66PP55.8%
backdash into evade down44.6%
crouch dash forward into Kachi'age33P+K44.6%
Shita Harite2P33.5%
guardG into Kumoyaburi4P+K33.5%
backdash into Morotezuki66P22.3%
backdash into kickK22.3%
crouch dash forward into Zangeki33P22.3%
crouch dash forward into forward dash22.3%
crouch into Shita Harite2P22.3%
forward dash into Kirikabu Kudaki1P+K22.3%
forward dash into evade down22.3%
guardG into kickK22.3%

26 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: 0 of 15 tests hold up
  • Taka: not tested (too few rounds)