VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

JeffreyEpstein

  • Taka
  • Akira
  • Lau
Career matches1,133
Career win rate62.0%
Round win rate47.1%
Peak rank28
Distinct opponents6
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1532 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

Jeffry2838323614761.6%
Lau2737422514960.2%
Taka262681729664.2%
Akira24108703864.8%

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

51 of 51 rounds counted

7.8 inputs a second (470 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry7.746128
Taka7.243312
Akira8.85267
Lau9.25524

By opponent's character

Goh7.746321
Akira8.148814
Jeffry7.243312
Sarah9.25524

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

Goh63350.0%+3.6
Akira32166.7%+13.1
Jeffry31233.3%+0.3
Sarah1010.0%-46.3

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

Open54180.0%+36.0
Rectangle52340.0%-4.1
Half Fence3030.0%-42.6

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
Walls825.0%38.8%-13.8
No walls580.0%57.8%+22.2

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

Most played opponents, most recent first

TERA (Rank 26)2026/06/1521150.0%
まっちゃん (Rank 25)2026/06/05220100.0%
ブリブリ飯店堺店 (Rank 26)2026/06/0432166.7%
HoAssYoAss (Rank 29)2026/06/0431233.3%
r1s1d8 (Rank 27)2026/06/042020.0%
emespink (Rank 28)2026/06/041010.0%

Round openings

Every character

forward movement into punchP713.7%
crouch into Ducking Low2K+G59.8%
crouch into Tsuyubarai2P+K47.8%
Zangeki33P35.9%
backdash into Megaton Knuckle43P+K35.9%
crouch into Youhou33P23.9%
Hiji'ate6P into Tsuppari 3PPP12.0%
Jouho Senshou46P12.0%
Junho Chushou33P into Junho Renshou33PP12.0%
Middle Hell Stab6P+K into Body CrushP+K12.0%
Rimon Chouchu66P into Jouho Touken6P12.0%
Senzankou66P+K into backdash12.0%
Senzankou66P+K into throwP+G12.0%
backdash into Drop Anchor1K+G12.0%
backdash into Full Swing Double Hammer41236P+K12.0%

18 further openings account for the other 18 rounds.

Jeffry

Career
236–147 · 61.6%
This season
7 matches · 71.4%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP725.0%
crouch into Ducking Low2K+G517.9%
backdash into Megaton Knuckle43P+K310.7%
Middle Hell Stab6P+K into Body CrushP+K13.6%
backdash into Drop Anchor1K+G13.6%
backdash into Full Swing Double Hammer41236P+K13.6%
backdash into Kenka Hook46P13.6%
backdash into Threat StanceP+K+G13.6%
crouch dash back into Middle Hell Stab6P+K13.6%
crouch into evade up13.6%
evade down into Middle Hell Stab6P+K13.6%
evade up into Overblow Shoulder66P+K13.6%
evade up into Sunlit Body Upper3P+K13.6%
evade up into crouch dash forward13.6%
guardG into Middle Hell Stab6P+K13.6%

1 further openings account for the other 1 rounds.

Taka

Career
172–96 · 64.2%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Tsuyubarai2P+K433.3%
Zangeki33P325.0%
Hiji'ate6P into Tsuppari 3PPP18.3%
crouch into Ketaguri2K18.3%
evade up into Kaminaridaiko Hasami'uchiK+GP18.3%
evade up into Onigoroshi3P18.3%
evade up into forward dash18.3%

Akira

Career
70–38 · 64.8%
This season
2 matches · 0.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Youhou33P228.6%
Jouho Senshou46P114.3%
Rimon Chouchu66P into Jouho Touken6P114.3%
Senzankou66P+K into backdash114.3%
Senzankou66P+K into throwP+G114.3%
crouch into Jouho Touken6P114.3%

Lau

Career
225–149 · 60.2%
This season
1 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Junho Chushou33P into Junho Renshou33PP125.0%
crouch into Chisoutai2K+G125.0%
crouch into Junho Renshou33PP125.0%
evade up into Souko Sensou66P+K125.0%

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

  • Jeffry: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)