VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

Neat0Meat0

  • Sarah
  • Brad
  • Wolf
Career matches148
Career win rate79.0%
Round win rate65.5%
Peak rank21
Distinct opponents7
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1300 Not ranked yet: the list needs 50 matches. See 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

Jeffry2161511083.6%
Sarah1241251661.0%
Brad203026486.7%
Wolf191615193.8%

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

87 of 87 rounds counted

6.8 inputs a second (408 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Sarah7.041855
Brad6.539318
Jeffry6.23747
Wolf6.63987

By opponent's character

El Blaze6.538920
Jeffry6.539318
Lion7.243121
Jacky6.538913
Lei Fei8.14868
Pai6.63987

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

El Blaze660100.0%+8.6
Jeffry54180.0%+2.7
Lion54180.0%+1.3
Jacky440100.0%+28.0
Lei Fei2020.0%-20.4
Pai2020.0%-60.0

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

Octagon74357.1%-5.4
Full Fence and Open54180.0%+9.5
Breakable Half Fence2020.0%-60.0
Full Fence220100.0%+12.9
Half Fence220100.0%+8.8
Low Fence220100.0%+5.8
Open220100.0%+20.3
Rectangle220100.0%+6.3

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
Walls1566.7%72.4%-5.7
No walls4100.0%88.0%+12.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

AHHHHHHHHHHHHHHHHHHHHH (Rank 3)660100.0%
GrandoBrando (Rank 14)54180.0%
johncha (Rank 21)440100.0%
Johnnybwai (Rank 26)32166.7%
Bong_RipperMD (Rank 19)220100.0%
ItsameBS (Rank 31)2020.0%
Lightwing (Rank 41)2020.0%

Most played opponents, most recent first

Johnnybwai (Rank 26)2026/10/1032166.7%
Bong_RipperMD (Rank 19)2026/10/10220100.0%
ItsameBS (Rank 31)2026/09/282020.0%
johncha (Rank 21)2026/09/26440100.0%
GrandoBrando (Rank 14)2026/08/2554180.0%
Lightwing (Rank 41)2026/08/182020.0%
AHHHHHHHHHHHHHHHHHHHHH (Rank 3)2026/08/17660100.0%

Round openings

Every character

Somersault Kick7K57.2%
crouch into Leg Slicer2K+G57.2%
evade down into Stiletto66K45.8%
evade up into Stiletto66K45.8%
Hide Side Kick (Deflect)P+K34.3%
Wind Knuckle6P+KP into Storm Combination6P+KPK34.3%
crouch into Long Snap Side Chop3P+K34.3%
crouch into Sunlit Body Upper3P+K34.3%
Crescent Heel4K+G22.9%
Somersault Kick7K into evade up22.9%
Stiletto66K22.9%
backdash22.9%
backdash into Crescent Heel4K+G22.9%
backdash into Full Spin Heel Kick9K22.9%
evade down into forward movement22.9%

23 further openings account for the other 25 rounds.

Sarah

Career
25–16 · 61.0%
This season
15 matches · 80.0%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Somersault Kick7K59.1%
crouch into Leg Slicer2K+G59.1%
evade down into Stiletto66K47.3%
evade up into Stiletto66K47.3%
Hide Side Kick (Deflect)P+K35.5%
Wind Knuckle6P+KP into Storm Combination6P+KPK35.5%
crouch into Long Snap Side Chop3P+K35.5%
Crescent Heel4K+G23.6%
Somersault Kick7K into evade up23.6%
Stiletto66K23.6%
backdash23.6%
backdash into Crescent Heel4K+G23.6%
backdash into Full Spin Heel Kick9K23.6%
evade up23.6%
Forward Slide6P+K+G into Forward JabP11.8%

13 further openings account for the other 13 rounds.

Jeffry

Career
51–10 · 83.6%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Sunlit Body Upper3P+K342.9%
backdash into Tsunami Beat3K+G114.3%
evade down into forward movement114.3%
evade up into forward dash114.3%
evade up into guardG114.3%

Wolf

Career
15–1 · 93.8%
This season
2 matches · 0.0%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Body Blow6P into Rolling Back Elbow6PP+K114.3%
Savate4K114.3%
backdash into Kenka Kick1K+G114.3%
backdash into Rolling Elbow43P114.3%
crouch dash back into Rolling Elbow43P114.3%
crouch into Low Drop Kick62K114.3%
crouch into Low Smash2K114.3%

Not counted here: Brad. Their matches were not pulled for openings.

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

  • Sarah: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)