VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

KanabunBIGSALE

  • Pai
Career matches1,878
Career win rate53.9%
Round win rate49.8%
Peak rank33
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1673 #929 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

Jeffry331,75393082353.0%
Pai28125834266.4%

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

468 of 681 rounds counted

7.3 inputs a second (438 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.3439321
Pai7.3437147

By opponent's character

Wolf7.645653
Jeffry7.343741
Akira7.243323
Jacky7.343760
El Blaze7.142841
Goh7.645741
Shun7.243026
Brad7.343723
Kage6.740115
Lau7.042213
Jean7.645427
Lion7.041916
Pai7.444229
Vanessa7.645526
Aoi7.24328
Sarah6.94149
Dural8.04794
Eileen6.94165
Lei Fei6.94144
Taka6.84054

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

Wolf24101441.7%-5.1
Jeffry2081240.0%-13.3
Akira1510566.7%+11.0
Jacky145935.7%-10.8
El Blaze106460.0%+13.8
Goh106460.0%+17.4
Shun106460.0%+7.4
Brad84450.0%-3.5
Kage81712.5%-37.3
Lau73442.9%-15.6
Jean63350.0%+4.4
Lion64266.7%+19.1
Pai63350.0%+8.7
Vanessa65183.3%+35.5
Aoi53260.0%+3.4
Sarah43175.0%+21.5
Dural32166.7%+9.0
Eileen1010.0%-57.1
Lei Fei1010.0%-41.7
Taka1010.0%-42.0

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

Full Fence25101540.0%-12.0
Breakable Full Fence22101245.5%-1.8
Open2014670.0%+21.2
Half Fence1810855.6%+12.2
Rectangle1641225.0%-32.2
Low Fence146842.9%-4.5
Octagon149564.3%+16.9
Single Wall115645.5%-2.5
Full Fence and Open86275.0%+27.7
Breakable Half Fence53260.0%+3.6

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
Walls10046.0%49.2%-3.2
No walls4555.6%49.1%+6.4

Walls against open: -9.7 points (95% range -27.4 to +8.1), p 0.286 — 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

雷電 (Rank 31)2026/08/2843175.0%
サンドイッチ (Rank 36)2026/08/2731233.3%
openpen (Rank 31)2026/08/0431233.3%
headup11 (Rank 27)2026/08/0443175.0%
poco/ぽこ (Rank 28)2026/08/0343175.0%
Koutei (Rank 30)2026/08/0332166.7%
きてぃ☆ (Rank 30)2026/08/0364266.7%
かりすまっくすさん♡ (Rank 29)2026/08/0332166.7%
ManEater (Rank 28)2026/08/0331233.3%
こて (Rank 27)2026/08/0332166.7%
BigBoin (Rank 33)2026/07/2854180.0%
★闘将拉麵男★ (Rank 35)2026/07/2632166.7%
自作マニア@いにしえ (Rank 35)2026/07/2632166.7%
ふぇに (Rank 34)2026/07/2672528.6%
五寸釘くん (Rank 35)2026/07/2531233.3%
hikabun (Rank 33)2026/07/2531233.3%
へにほに (Rank 34)2026/07/2431233.3%
ぷこ (Rank 33)2026/05/1842250.0%
はいぱ~ちゃん (Rank 30)2026/05/1831233.3%
テオ (Rank 33)2026/05/1131233.3%
Grimaster (Rank 29)2026/04/2643175.0%
申 ディレイ2!!! (Rank 29)2026/04/1932166.7%
デネ (Rank 36)2026/04/1231233.3%
獣王(設定2)delayis2 (Rank 31)2026/03/29330100.0%
ゼータ(MSZ-006) (Rank 36)2026/03/284040.0%

Round openings

Every character

forward movement into punchP25036.7%
crouch dash back into Middle Hell Stab6P+K375.4%
guardG365.3%
crouch into Middle Hell Stab6P+K284.1%
guardG into evade down192.8%
crouch131.9%
crouch dash forward into Full Swing Upper33P121.8%
evade up into crouch dash forward121.8%
evade up into throwP+G111.6%
guardG into punchP111.6%
guardG into throw escape111.6%
crouch dash back into Hell Dunk Hammer214P+K91.3%
crouch into Ducking Low2K+G91.3%
crouch into Hell Dunk Hammer214P+K91.3%
backdash into Honrakukyaku46K+G81.2%

100 further openings account for the other 206 rounds.

Jeffry

Career
930–823 · 53.0%
This season
129 matches · 44.2%
Peak rank
33

First hit in 51.9% of 532 rounds. Won 52.2% of the rounds they struck first, 42.2% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: waits first in 42.1% of rounds, against 26.6% after anything else.
  • After opening the round before with “forward movement into P punch”: opens with “crouch dash back into 6P+K Middle Hell Stab” in 11.3% of rounds, against 6.0% after anything else.

How is this tested?

forward movement into punchP18033.7%
crouch dash back into Middle Hell Stab6P+K376.9%
crouch into Middle Hell Stab6P+K285.2%
guardG264.9%
crouch dash forward into Full Swing Upper33P122.2%
crouch112.1%
evade up into crouch dash forward112.1%
guardG into evade down112.1%
evade up into throwP+G101.9%
guardG into punchP101.9%
crouch dash back into Hell Dunk Hammer214P+K91.7%
crouch into Ducking Low2K+G91.7%
crouch into Hell Dunk Hammer214P+K91.7%
guardG into throw escape91.7%
crouch dash forward into guardG81.5%

73 further openings account for the other 154 rounds.

Pai

Career
83–42 · 66.4%
This season
36 matches · 69.4%
Peak rank
28

First hit in 61.9% of 147 rounds. Won 63.7% of the rounds they struck first, 51.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP7047.6%
guardG106.8%
backdash into Honrakukyaku46K+G85.4%
guardG into evade down85.4%
crouch into Senchutai3K53.4%
Senchuken6P21.4%
backdash into Senchutai3K21.4%
crouch21.4%
crouch dash back into Senchutai3K21.4%
crouch dash back into crouch dash forward21.4%
crouch dash back into guardG21.4%
crouch dash forward into Souanshou3P+K21.4%
guardG into Senchutai3K21.4%
guardG into throwP+G21.4%
guardG into throw escape21.4%

26 further openings account for the other 26 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 (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: 2 of 15 tests hold up
  • Pai: not tested (too few rounds)