VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

yagi[JP]

  • Jacky
  • Lion
  • Brad
  • Wolf
  • Akira
  • Goh
  • Jean
  • Taka
Career matches1,981
Career win rate44.3%
Round win rate45.9%
Peak rank25
Distinct opponents354
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1247 #3,308 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

Jeffry251,14751763045.1%
Jacky2470730740043.4%
Lion1957292850.9%
Akira1634112332.4%
Brad171812666.7%
Wolf16112918.2%
Goh164040.0%
Jean23030.0%
Taka1000—

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

4,165 of 4,164 rounds counted

5.0 inputs a second (299 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry4.92952,520
Jacky5.13071,359
Lion5.0301121
Brad4.728279
Wolf4.828546
Akira5.030114
Goh5.029917
Jean4.62786
Taka5.33193

By opponent's character

Akira5.0298476
Jacky5.2312353
Wolf5.1307348
Sarah5.1305332
Aoi5.0298318
El Blaze4.8290287
Jean4.9292249
Pai5.1309239
Vanessa5.0298212
Jeffry4.8289202
Goh4.8288159
Lion5.1305159
Shun5.1307148
Kage4.9292136
Taka4.5270110
Eileen4.929493
Lei Fei4.9292107
Brad4.929698
Lau5.130883
Dural4.728256

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

Akira116635354.3%+11.7
Jacky92286430.4%-10.5
Wolf88256328.4%-3.7
Sarah83414249.4%+9.3
Aoi80453556.2%+5.0
El Blaze72373551.4%-0.6
Jean63243938.1%+0.7
Pai58233539.7%-2.1
Vanessa53183534.0%-9.5
Jeffry50232746.0%+3.7
Goh42222052.4%+6.9
Lion42162638.1%-3.6
Shun39112828.2%-15.5
Kage32112134.4%-5.5
Taka3092130.0%-11.6
Eileen25131252.0%+8.8
Lei Fei25131252.0%+11.4
Brad2471729.2%-4.7
Lau2291340.9%+0.7
Dural1531220.0%-9.3

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Full Fence119546545.4%+2.1
Rectangle119506942.0%-4.8
Octagon115486741.7%+2.9
Half Fence104376735.6%-5.9
Breakable Half Fence100505050.0%+6.9
Single Wall96375938.5%-2.8
Low Fence94365838.3%-1.9
Open88385043.2%+1.7
Breakable Full Fence84354941.7%-1.4
Full Fence and Open78344443.6%+3.6

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls64142.7%42.8%-0.0
No walls27839.9%40.9%-1.0

Walls against open: +0.9 points (95% range -6.1 to +8.0), p 0.795 — 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

RX-7FD3S-Type-RS (Rank 27)2026/10/1283537.5%
nihikibito (Rank 25)2026/10/10104640.0%
ぱぱ (Rank 22)2026/10/0585362.5%
サーちゃん (Rank 23)2026/10/05126650.0%
48歳技覚えられないよ (Rank 26)2026/09/2992722.2%
hs72kim (Rank 26)2026/09/292061430.0%
あかげら (Rank 24)2026/09/29124833.3%
akd-saka1067 (Rank 17)2026/09/1895455.6%
Penoco (Rank 25)2026/09/0995455.6%
a39611619 (Rank 21)2026/09/082116576.2%
orz (Rank 28)2026/09/07112918.2%
sy62___ (Rank 27)2026/09/05113827.3%
zxyzguy (Rank 25)2026/09/0295455.6%
アセスルファムK (Rank 30)2026/08/3191811.1%
a_h_i_k_o (Rank 27)2026/08/2883537.5%
o_U-san_o (Rank 21)2026/08/23770100.0%
O.J.A (Rank 21)2026/08/23116554.5%
jaded_sixer3 (Rank 18)2026/08/041613381.2%
omuretukun (Rank 21)2026/08/04128466.7%
G.S (Rank 21)2026/08/0385362.5%
ぬ (Rank 11)2026/07/311311284.6%
ちぴかな (Rank 9)2026/07/2510100100.0%
Might小麥豆漿 (Rank 22)2026/07/22107370.0%
piece (Rank 22)2026/07/1193633.3%
jet-tekoki-lee (Rank 11)2026/06/2591811.1%

Round openings

Every character

backdash into guardG42210.5%
backdash into Spin Heel Sword4K+G3899.6%
crouch into Ducking Low2K+G3428.5%
backdash into Rising Hammer43PP3378.3%
backdash into Double Hammer Down43P3007.4%
backdash into Tsunami Beat3K+G2666.6%
backdash1644.1%
punchP1473.6%
Low Spin Kick1K+G1383.4%
backdash into Toe Kick2K1383.4%
guardG721.8%
punchP into Double KnucklePP721.8%
punchP into Jab Straight561.4%
backdash into Dragon Combination 11P+K551.4%
backdash into Side Kick3K391.0%

259 further openings account for the other 1,099 rounds.

Counted from 1,014 of the 1,051 matches played. The rest were not pulled for openings.

Jeffry

Career
517–630 · 45.1%
This season
636 matches · 43.7%
Peak rank
25

First hit in 58.2% of 2,458 rounds. Won 50.5% of the rounds they struck first, 41.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 17.7% of rounds, against 8.8% in their other rounds.
  • Against Taka: attacks straight away in 38.5% of rounds, against 10.4% against everyone else.
  • On Breakable Half Fence stages: attacks straight away in 17.4% of rounds, against 10.2% on the other stages.
  • In round 4 or later: opens with “backdash into G guard” in 12.6% of rounds, against 7.6% in their other rounds.
  • Against Sarah: opens with “backdash into G guard” in 15.2% of rounds, against 8.2% against everyone else.
  • After opening the round before with “backdash into 3K+G Tsunami Beat”: opens with “backdash into 3K+G Tsunami Beat” in 26.7% of rounds, against 9.7% after anything else.
  • After losing a round: opens with “backdash into G guard” in 12.4% of rounds, against 6.2% after winning one.
  • When behind: opens with “backdash into G guard” in 11.5% of rounds, against 6.5% when ahead or level.

How is this tested?

crouch into Ducking Low2K+G34213.8%
backdash into Rising Hammer43PP33713.7%
backdash into Double Hammer Down43P30012.2%
backdash into Tsunami Beat3K+G26610.8%
backdash into guardG2188.8%
backdash into Toe Kick2K1385.6%
punchP into Double KnucklePP722.9%
backdash662.7%
punchP572.3%
guardG431.7%
backdash into Side Kick3K391.6%
Toe Kick2K361.5%
backdash into evade down301.2%
Knee Attack6K281.1%
backdash into Double KnucklePP271.1%

122 further openings account for the other 470 rounds.

Counted from 620 of the 636 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
Akira25–12 · 68%8–12 · 40%too few to test
Jacky14–21 · 40%5–12 · 29%too few to test
Sarah14–14 · 50%7–8 · 47%too few to test
Aoi14–12 · 54%10–6 · 62%too few to test
Jean12–19 · 39%3–8 · 27%too few to test
Wolf10–14 · 42%2–11 · 15%too few to test
El Blaze14–11 · 56%3–5 · 38%too few to test
Pai9–22 · 29%1–2 · 33%too few to test
Jeffry14–9 · 61%3–5 · 38%too few to test
Goh8–9 · 47%4–5 · 44%too few to test
Vanessa10–14 · 42%0–2 · 0%too few to test
Lion6–8 · 43%5–3 · 62%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.

16 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?

Jacky

Career
307–400 · 43.4%
This season
339 matches · 39.2%
Peak rank
24

First hit in 49.3% of 1,264 rounds. Won 49.4% of the rounds they struck first, 39.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 33.0% of rounds, against 22.4% in their other rounds.
  • Against Wolf: attacks straight away in 40.2% of rounds, against 23.3% against everyone else.
  • After winning a round: attacks straight away in 28.2% of rounds, against 17.7% after losing one.
  • Against El Blaze: opens with “backdash” in 30.3% of rounds, against 5.0% against everyone else.
  • After opening the round before with “backdash”: opens with “backdash” in 18.6% of rounds, against 5.1% after anything else.
  • After losing a round: opens with “backdash into G guard” in 15.6% of rounds, against 8.0% after winning one.

How is this tested?

backdash into Spin Heel Sword4K+G38930.4%
backdash into guardG14311.2%
Low Spin Kick1K+G13810.8%
backdash836.5%
punchP765.9%
backdash into Dragon Combination 11P+K554.3%
punchP into Jab StraightPP503.9%
backdash into High Angle Upper Kick6K302.3%
guardG292.3%
backdash into Beat & Back KnuckleP+KP262.0%
backdash into backward movement221.7%
backdash into Low Spin Kick1K+G171.3%
backdash into Beat KnuckleP+K161.2%
backdash into Long Stride Back Knuckle4P+K161.2%
backdash into punchP100.8%

84 further openings account for the other 181 rounds.

Counted from 318 of the 339 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–11 · 42%5–5 · 50%too few to test
Wolf6–14 · 30%2–6 · 25%too few to test
Jacky4–13 · 24%2–5 · 29%too few to test
Aoi4–10 · 29%3–3 · 50%too few to test
Sarah6–6 · 50%5–3 · 62%too few to test
Vanessa2–8 · 20%2–5 · 29%too few to test
El Blaze3–7 · 30%0–4 · 0%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.

21 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?

Lion

Career
29–28 · 50.9%
This season
32 matches · 46.9%
Peak rank
19

First hit in 43.0% of 121 rounds. Won 51.9% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Senshippo66P3024.8%
Kousoutai2K+G1512.4%
backdash into guardG1411.6%
Senkyutai1K86.6%
punchP into Koushu RensuiPP65.0%
backdash into Shicchi Soutai3K+G54.1%
punchP54.1%
backdash into throw escape43.3%
backdash into Senkyutai1K32.5%
backdash into Tourou Hassou41236P32.5%
In'you4P into Ni In'you4PP21.6%
backdash into Banchu6P21.6%
backdash into Kishitsu Kasensou43P21.6%
backdash into Kousoutai2K+G21.6%
backdash into backward movement21.6%

17 further openings account for the other 18 rounds.

Brad

Career
12–6 · 66.7%
This season
19 matches · 68.4%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG2329.1%
backdash into Stop Kick4K1721.5%
backdash1417.7%
Rapid Double JabP+K56.3%
Low Kick2K22.5%
backdash into Turn Savate44K22.5%
backdash into forward dash22.5%
backward movement into Stop Kick4K22.5%
backward movement into guardG22.5%
Stop Kick4K into forward movement11.3%
backdash into Double Strike2KK11.3%
backdash into High Spin KickK+G11.3%
backdash into Low Kick2K11.3%
backdash into Rapid Double JabP+K11.3%
backdash into Rapid Short UpperP+KP11.3%

4 further openings account for the other 4 rounds.

Wolf

Career
2–9 · 18.2%
This season
12 matches · 16.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG1226.1%
backdash into Quick Shoulder66P+K1021.7%
punchP817.4%
punchP into Jab StraightPP613.0%
R.A.W. AvengerP+K+G24.3%
backdash into Jab StraightPP24.3%
Arrow Knuckle3P12.2%
backdash into Body Blow6P12.2%
backdash into Short Shoulder46P+K12.2%
backdash into throwP+G12.2%
crouch into Low Smash2K12.2%
crouch into down kick+guard2K+G12.2%

Goh

Career
0–4 · 0.0%
This season
5 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG847.1%
backdash into Batousatsu3KP211.8%
backdash into Karura4P+K211.8%
Sune'uchi2P15.9%
backdash15.9%
backdash into Kyousengeri46K15.9%
backdash into backward movement15.9%
backward movement into Karura4P+K15.9%

Akira

Career
11–23 · 32.4%
This season
5 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Koboku214P428.6%
backdash into guardG321.4%
backdash into Chouyoushu1P214.3%
backdash into Rimon Chouchu66P214.3%
backdash into Chouzan Housui46P+K17.1%
backdash into Jirou Tanzan4PP+K17.1%
crouch into down-back kick+guard1K+G17.1%

Jean

Career
0–3 · 0.0%
This season
2 matches · 0.0%
Peak rank
2

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gyaku Seikenzuki66P350.0%
KounirenPP into KagizukiPPP116.7%
backdash into guardG116.7%
punchP116.7%

Taka

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
1

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kumoyaburi4P+K266.7%
backdash into backward movement133.3%

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 (31 here; about 1.6 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: 8 of 16 tests hold up
  • Jacky: 6 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)