VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Jeffry

pposic2

  • Sarah
  • Akira
Career matches3,074
Career win rate45.1%
Round win rate47.6%
Peak rank26
Distinct opponents114
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1330 #3,005 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

Jeffry262,1571,0281,12947.7%
Akira2261323737638.7%
Sarah2422210012245.0%
Brad—60194131.7%
Jean—2231913.6%

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

957 of 1,043 rounds counted

5.0 inputs a second (301 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.0298478
Jeffry5.0301451
Akira5.734128

By opponent's character

Akira5.0297174
Jeffry4.9294143
Aoi5.231091
Jacky5.030264
El Blaze5.331964
Sarah5.130567
Wolf4.828553
Pai5.331640
Shun5.130450
Goh5.130347
Lion5.030019
Brad5.029738
Kage4.527131
Lei Fei4.929433
Jean5.633311
Vanessa4.72808
Eileen4.62789
Lau5.63347
Dural4.92935
Taka5.43233

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

Akira52242846.1%+3.9
Jeffry36171947.2%-0.9
Aoi2214863.6%+9.5
Jacky179852.9%+6.6
El Blaze168850.0%-2.4
Sarah1611568.8%+21.7
Wolf156940.0%+0.2
Pai124833.3%-18.2
Shun123925.0%-16.9
Goh114736.4%-15.8
Lion118372.7%+17.1
Brad107370.0%+17.1
Kage91811.1%-23.2
Lei Fei84450.0%-9.4
Jean63350.0%-4.0
Vanessa42250.0%+4.4
Eileen2020.0%-29.4
Lau2020.0%-38.0
Dural1010.0%-47.7
Taka1010.0%-34.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Single Wall39251464.1%+15.3
Low Fence35152042.9%-4.1
Half Fence32151746.9%-6.5
Breakable Half Fence28131546.4%+0.7
Open26101638.5%-13.6
Breakable Full Fence24121250.0%+0.2
Rectangle2415962.5%+20.5
Octagon1841422.2%-18.7
Full Fence1331023.1%-25.7
Full Fence and Open83537.5%-9.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13944.6%47.1%-2.5
No walls10050.0%49.3%+0.7

Walls against open: -3.1 points (95% range -15.5 to +9.2), p 0.615 — 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

無槪念野獸/무개념야수 (Rank 26)2026/10/1873442.9%
twinsshine (Rank 27)2026/10/1732166.7%
水晶 (Rank 23)2026/10/0443175.0%
富美 (Rank 23)2026/10/0343175.0%
dalmax72 (Rank 23)2026/09/29167943.8%
rosenkim (Rank 26)2026/08/2831233.3%
TAIDADA (Rank 27)2026/08/2131233.3%
ShieldHolder (Rank 28)2026/08/213030.0%
mini0501 (Rank 26)2026/08/1851420.0%
makoto.qo.op (Rank 23)2026/07/30118372.7%
syounai (Rank 23)2026/07/2754180.0%
ryu2811 (Rank 24)2026/07/2683537.5%
らうらう (Rank 27)2026/07/1632166.7%
TaKaArAsHi573 (Rank 24)2026/06/2661516.7%
ひろし2002 (Rank 26)2026/06/103030.0%
TigerMask (Rank 21)2026/06/09770100.0%
莫丝 (Rank 19)2026/05/31330100.0%
yujiberra (Rank 21)2026/05/2941325.0%
hitokabe2003 (Rank 21)2026/05/2731233.3%
osAnKIRA (Rank 22)2026/05/2662433.3%
kyu (Rank 27)2026/05/263030.0%
ttfour@サラしかできないw (Rank 23)2026/05/23440100.0%
G.S (Rank 21)2026/05/20330100.0%
FOX_CQC (Rank 21)2026/05/1031233.3%
TakuAnn (Rank 24)2026/04/3032166.7%

Round openings

Every character

backdash into guardG13414.0%
evade up505.2%
backdash into Dragon Smash Cannon1K414.3%
backdash into Leg Slicer2K+G373.9%
backdash into Low Spin Kick3K+G363.8%
backdash343.5%
backdash into Crescent Heel4K+G343.5%
backdash into Tsunami Beat3K+G333.4%
guardG262.7%
backdash into Megaton Knuckle43P+K161.7%
punchP into Jab StraightPP161.7%
backdash into Side Kick3K121.2%
backdash into Stiletto66K121.2%
evade up into kickK121.2%
backdash into kickK111.1%

207 further openings account for the other 456 rounds.

Counted from 243 of the 263 matches played. The rest were not pulled for openings.

Sarah

Career
100–122 · 45.0%
This season
127 matches · 47.2%
Peak rank
24

First hit in 51.5% of 511 rounds. Won 52.5% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into guardG5410.5%
backdash into Dragon Smash Cannon1K418.0%
backdash into Leg Slicer2K+G377.2%
backdash into Low Spin Kick3K+G367.0%
backdash into Crescent Heel4K+G346.6%
backdash254.9%
evade up234.5%
punchP into Jab StraightPP163.1%
backdash into Stiletto66K122.3%
guardG122.3%
backdash into Switch Kick4K101.9%
Long Snap Side Chop3P+K91.8%
Switch Kick4K81.6%
backdash into Round Kick8K+G71.4%
evade up into Dragon Smash Cannon1K71.4%

100 further openings account for the other 182 rounds.

By stage type

Record against each character on walled and open stages, as Sarah

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–13 · 32%1–3 · 25%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.

How is this tested?

Jeffry

Career
1,028–1,129 · 47.7%
This season
125 matches · 48.0%
Peak rank
26

First hit in 56.6% of 396 rounds. Won 49.1% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into guardG7318.2%
backdash into Tsunami Beat3K+G338.2%
evade up246.0%
backdash into Megaton Knuckle43P+K164.0%
guardG143.5%
backdash into Side Kick3K123.0%
punchP into Double KnucklePP112.7%
backdash into Ducking Low2K+G92.2%
backdash into Hell Dunk Elbow2P+K92.2%
backdash into kickK92.2%
evade up into kickK92.2%
backdash into Body CrushP+K71.8%
backdash into Middle Hell Stab6P+K71.8%
Body CrushP+K into Double CrushP+KP61.5%
Hell Dunk Elbow2P+K61.5%

89 further openings account for the other 156 rounds.

Counted from 105 of the 125 matches played. The rest were not pulled for openings.

Akira

Career
237–376 · 38.7%
This season
11 matches · 45.5%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG715.2%
backdash into Koboku214P510.9%
backdash into Chouyoushu1P48.7%
Chouyoushu1P36.5%
backdash36.5%
evade up36.5%
offensive move24.3%
Chouyoushu1P into evade down12.2%
Chouzan Housui46P+K12.2%
Koboku214P12.2%
Rimon Chouchu66P12.2%
back, down-back punch+kick41P+K12.2%
backdash into Chutenshou2K+GP12.2%
backdash into Hekishou43P12.2%
backdash into HoukenP+K+G12.2%

11 further openings account for the other 11 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 (29 here; about 1.5 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

  • Sarah: 0 of 14 tests hold up
  • Jeffry: 0 of 15 tests hold up
  • Akira: not tested (too few rounds)