VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

绝逼膝盖

  • Jeffry
Career matches2,656
Career win rate56.8%
Round win rate55.4%
Peak rank40
Distinct opponents147
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1832 #284 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

Taka—1,65492772756.0%
Jeffry4085147837356.2%
Jean—1511034868.2%

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

510 of 1,314 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.6454510

By opponent's character

Akira7.947344
Aoi7.746273
Lau7.645459
Lei Fei6.941733
Sarah7.243239
Jacky7.746271
Kage7.343733
Lion7.444233
Wolf8.651413
Pai8.148632
Jeffry7.746210
Jean7.444613
El Blaze7.04188
Goh7.444613
Vanessa7.84658
Eileen7.545213
Shun7.04233
Brad7.14244
Dural6.94124
Taka7.94734

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

Akira43241955.8%-2.8
Aoi28181064.3%+6.1
Lau27161159.3%+2.5
Lei Fei27171063.0%+2.2
Sarah2316769.6%+14.5
Jacky22121054.5%-7.4
Kage1811761.1%+5.3
Lion1881044.4%-14.5
Wolf189950.0%-11.5
Pai169756.2%-2.4
Jeffry1511473.3%+13.6
Jean139469.2%+5.0
El Blaze126650.0%-14.1
Goh106460.0%-0.9
Vanessa95455.6%-1.8
Eileen85362.5%+6.5
Shun72528.6%-27.7
Brad65183.3%+27.7
Dural110100.0%+32.7
Taka1010.0%-68.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Fence48301862.5%+5.6
Octagon44251956.8%-5.7
Low Fence34201458.8%-0.2
Breakable Half Fence32211165.6%+6.2
Rectangle31191261.3%+4.2
Full Fence and Open27141351.9%-7.6
Single Wall27171063.0%+3.9
Full Fence23101343.5%-10.6
Open2114766.7%+4.7
Half Fence1710758.8%+2.1

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
Walls19559.0%58.4%+0.6
No walls8262.2%60.0%+2.2

Walls against open: -1.6 points (95% range -14.5 to +11.3), p 0.807 — 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

Choi_Akira (Rank 39)2026/10/1741325.0%
漂泊の民回線ジプシー (Rank 37)2026/10/1342250.0%
atototto1000 (Rank 38)2026/10/1353260.0%
Aki (Rank 39)2026/10/1373442.9%
Nkun2026 (Rank 38)2026/10/134040.0%
カンダタ (Rank 39)2026/10/1343175.0%
こまち (Rank 36)2026/10/1143175.0%
raduakira (Rank 39)2026/10/1143175.0%
ねこむーと (Rank 38)2026/10/0985362.5%
『Nεnji』.β (Rank 41)2026/10/0952340.0%
ちび太☆らふぁ~る (Rank 42)2026/10/0942250.0%
mahiro_725 (Rank 37)2026/04/2242250.0%
かべごん (Rank 38)2026/04/2231233.3%
STAGEW(ON)@스테이지원 (Rank 40)2026/04/2241325.0%
banjar (Rank 36)2026/04/2232166.7%
でんでんでん123 (Rank 38)2026/04/2273442.9%
ba(袈裟) (Rank 35)2026/04/2263350.0%
junkman (Rank 37)2026/04/2253260.0%
VF12360-PC(PS将~魔王) (Rank 34)2026/04/1775271.4%
バルゴ・デミーラ (Rank 35)2026/04/1772528.6%
どっせ・ざ・ろっく! (Rank 33)2026/04/0443175.0%
都筑まもる君 (Rank 34)2026/04/034040.0%
nanami.madogiwa (Rank 31)2026/04/0354180.0%
ziend-2525 (Rank 27)2026/04/02550100.0%
zxyzguy (Rank 23)2026/04/02440100.0%

Round openings

Jeffry

Career
478–373 · 56.2%
This season
322 matches · 59.0%
Peak rank
40

First hit in 54.6% of 800 rounds. Won 60.9% of the rounds they struck first, 54.0% of the rounds they were struck first.

Significant Tells

  • Against Lei Fei: moves in first in 23.4% of rounds, against 6.2% against everyone else.
  • After opening the round before by moving in: moves in first in 31.9% of rounds, against 5.8% after anything else.
  • In round 4 or later: opens with “backdash into evade up” in 13.3% of rounds, against 6.6% in their other rounds.
  • Against Lion: opens with “2P Low Knuckle” in 27.5% of rounds, against 5.4% against everyone else.
  • After opening the round before with “2P Low Knuckle”: opens with “2P Low Knuckle” in 22.0% of rounds, against 6.6% after anything else.

How is this tested?

backdash into evade up678.3%
Elbow Butt6P526.5%
Low Knuckle2P526.5%
backdash into evade down455.6%
Elbow Butt6P into Elbow Hammer6PP374.6%
backdash into Overblow Shoulder66P+K344.2%
Middle Hell Stab6P+K334.1%
backdash into Dash Elbow66P334.1%
forward movement into Double KnucklePP293.6%
backdash into punchP253.1%
backdash into Double KnucklePP222.7%
backdash into Kenka Hook46P222.7%
Knee Push4K into Knee Push Wild Hook4KP192.4%
backdash into Stunner KnuckleKP172.1%
crouch dash back into Hell Dunk Hammer214P+K151.9%

113 further openings account for the other 302 rounds.

Counted from 199 of the 322 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
Akira8–11 · 42%7–2 · 78%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.

123 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?

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: 5 of 15 tests hold up