VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

MEGATON_KZ

  • Vanessa
Career matches1,180
Career win rate53.6%
Round win rate52.0%
Peak rank28
Distinct opponents76
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1366 #2,835 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

Jeffry281,00452947552.7%
Vanessa281761037358.5%

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

590 of 590 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.7462413
Vanessa8.1485177

By opponent's character

Akira8.047896
Wolf7.947483
Aoi7.846675
Eileen7.645637
Sarah7.846736
Shun7.846841
Jean7.444635
Jacky8.148533
El Blaze7.142727
Goh8.148727
Lion7.847023
Pai7.545023
Lei Fei8.148515
Kage7.846813
Brad7.84676
Lau9.35598
Vanessa7.94728
Taka8.35004

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

Akira25151060.0%+11.8
Wolf2181338.1%-5.2
Aoi189950.0%-9.2
Eileen105550.0%-7.8
Sarah106460.0%+11.7
Shun106460.0%+16.4
Jean94544.4%+3.0
Jacky84450.0%-2.7
El Blaze71614.3%-55.1
Goh74357.1%+11.8
Lion62433.3%-25.0
Pai63350.0%-0.3
Lei Fei42250.0%+4.8
Kage32166.7%+10.3
Brad21150.0%+6.1
Lau220100.0%+25.3
Vanessa21150.0%+47.2
Taka110100.0%+31.0

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

Octagon26161061.5%+16.3
Breakable Full Fence24111345.8%-5.7
Breakable Half Fence1881044.4%-11.1
Low Fence1771041.2%-7.0
Open159660.0%+17.5
Full Fence and Open106460.0%+5.1
Rectangle105550.0%-6.2
Single Wall104640.0%-7.9
Full Fence96366.7%+15.9
Half Fence63350.0%-5.0

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
Walls9352.7%51.5%+1.2
No walls4247.6%46.3%+1.4

Walls against open: -0.2 points (95% range -20.5 to +20.1), p 0.985 — 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

hellohair (Rank 23)2026/10/1131233.3%
muuuuuuk (Rank 29)2026/10/1142250.0%
バジ松 (Rank 29)2026/09/284040.0%
NEKOz (Rank 25)2026/09/063030.0%
かりすまっくすさん★ (Rank 25)2026/09/0632166.7%
김코난 (Rank 26)2026/09/063030.0%
獣王(設定2) (Rank 30)2026/08/23220100.0%
GWO (Rank 25)2026/08/0342250.0%
委員ちょ (Rank 22)2026/08/0353260.0%
HayanieMozu (Rank 23)2026/08/0332166.7%
砂の橋 (Rank 28)2026/08/0342250.0%
HIROCHILL (Rank 30)2026/08/0351420.0%
언니빤쥬쩌러 (Rank 26)2026/07/1331233.3%
syounai (Rank 26)2026/07/1321150.0%
トローリロートル (Rank 24)2026/07/1341325.0%
mokoha_jean (Rank 22)2026/07/0643175.0%
paguちゃん (Rank 24)2026/07/0632166.7%
M&E (Rank 25)2026/07/0642250.0%
タイヨウ (Rank 29)2026/07/0632166.7%
orz (Rank 29)2026/07/0631233.3%
kazu (Rank 30)2026/07/063030.0%
壱色淸淨 (Rank 26)2026/07/0521150.0%
BANANA (Rank 29)2026/07/0531233.3%
don'tthink,feel. (Rank 27)2026/06/2831233.3%
我的名字叫顺溜 (Rank 21)2026/06/12440100.0%

Round openings

Every character

evade down into guardG386.9%
backdash into Side Kick3K264.7%
backdash into backward movement264.7%
Defensive Style: backdash into back kick+guard4K+G254.5%
backdash into Tsunami Beat3K+G224.0%
Hammer Slide1P into Grizzly Hammer1PP203.6%
backdash152.7%
Defensive Style: Back Charge Kick142.5%
crouch into Low Knuckle2P142.5%
Dash Elbow66P into Dash Elbow Upper66PP132.4%
evade down into punchP122.2%
Knee Push4K101.8%
Low Knuckle2P101.8%
Offensive Style: punch101.8%
punchP101.8%

126 further openings account for the other 289 rounds.

Counted from 142 of the 151 matches played. The rest were not pulled for openings.

Jeffry

Career
529–475 · 52.7%
This season
105 matches · 42.9%
Peak rank
28

First hit in 51.8% of 392 rounds. Won 47.3% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 35.4% of rounds, against 18.7% in their other rounds.
  • Against Aoi: attacks straight away in 61.4% of rounds, against 27.8% against everyone else.
  • In round 1: opens with “backdash into 3K Side Kick” in 15.0% of rounds, against 3.8% in their other rounds.
  • Against Aoi: opens with “1P Hammer Slide into 1PP Grizzly Hammer” in 15.9% of rounds, against 3.7% against everyone else.

How is this tested?

evade down into guardG389.7%
backdash into Side Kick3K266.6%
backdash into backward movement266.6%
backdash into Tsunami Beat3K+G225.6%
Hammer Slide1P into Grizzly Hammer1PP205.1%
backdash153.8%
crouch into Low Knuckle2P143.6%
Dash Elbow66P into Dash Elbow Upper66PP133.3%
evade down into punchP123.0%
Knee Push4K102.5%
Low Knuckle2P102.5%
punchP102.5%
evade down into Knee Attack6K92.3%
punchP into Elbow Hammer6PP92.3%
evade down82.0%

68 further openings account for the other 151 rounds.

Counted from 100 of the 105 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
Wolf2–5 · 29%6–5 · 55%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.

5 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?

Vanessa

Career
103–73 · 58.5%
This season
46 matches · 67.4%
Peak rank
28

First hit in 25.0% of 160 rounds. Won 75.0% of the rounds they struck first, 57.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into back kick+guard4K+G2515.5%
Defensive Style: Back Charge Kick148.7%
Offensive Style: punch106.2%
Defensive Style: backdash into Back Charge Kick44K+G85.0%
Offensive Style: punch into One TwoPP85.0%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP74.3%
Offensive Style: backdash into backward movement74.3%
Offensive Style: evade down into guardG53.1%
Defensive Style: evade down into guardG42.5%
Defensive Style: forward dash into Cut-in Knee Kick6K42.5%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K31.9%
Defensive Style: backdash into backward movement31.9%
Offensive Style: Stopping Low Combo into Stopping Low Smash2KPP31.9%
Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK21.2%
Defensive Style: Shadow Slicer into Switch Left SlicerKK21.2%

43 further openings account for the other 56 rounds.

Counted from 42 of the 46 matches played. The rest 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 (14 here; about 0.7 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: 4 of 14 tests hold up
  • Vanessa: not tested (too few rounds)