VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

GENNEKI7367

  • Lau
  • Goh
  • Jean
  • Aoi
  • Vanessa
  • Akira
  • Shun
Career matches1,283
Career win rate54.1%
Round win rate52.7%
Peak rank29
Distinct opponents101
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1428 #2,478 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

Jeffry2950728722056.6%
Goh2733317915453.8%
Aoi24179839646.4%
Jean24148777152.0%
Lau26107614657.0%
Vanessa2287187.5%
Akira211010.0%
Shun21000—

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

859 of 859 rounds counted

6.3 inputs a second (380 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.1365278
Lau6.6397156
Goh6.5393151
Jean6.5389138
Aoi6.2370101
Vanessa6.035925
Akira7.14245
Shun6.43845

By opponent's character

Akira6.5388150
Jacky6.538877
Aoi6.237376
Pai6.639558
Jeffry6.639960
El Blaze6.538852
Goh6.237244
Lei Fei5.935247
Taka6.036045
Jean6.136734
Wolf6.538936
Kage6.237530
Lion6.337735
Lau6.338124
Sarah6.036023
Shun6.840623
Eileen6.036217
Vanessa5.935615
Brad6.538713

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

Akira37201754.0%-0.9
Jacky2061430.0%-23.4
Aoi1812666.7%+4.8
Pai1611568.8%+12.1
Jeffry146842.9%-8.8
El Blaze136746.1%+3.2
Goh125741.7%-20.2
Lei Fei126650.0%-10.7
Taka116554.5%+6.5
Jean97277.8%+32.9
Wolf94544.4%-10.3
Kage85362.5%+1.6
Lion85362.5%+23.9
Lau76185.7%+15.5
Sarah65183.3%+20.1
Shun63350.0%-4.2
Eileen42250.0%+0.6
Vanessa4040.0%-52.7
Brad330100.0%+56.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Rectangle30181260.0%+5.5
Low Fence27111640.7%-16.2
Breakable Half Fence25141156.0%+3.5
Single Wall25141156.0%+12.2
Half Fence23101343.5%-11.1
Full Fence1914573.7%+17.9
Open1981142.1%-13.6
Octagon169756.2%-6.5
Breakable Full Fence1412285.7%+28.0
Full Fence and Open105550.0%-5.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12760.6%56.1%+4.5
No walls7146.5%51.4%-4.9

Walls against open: +9.4 points (95% range -6.8 to +25.6), p 0.255 — 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

格雷希欧 (Rank 24)2026/10/1531233.3%
こて (Rank 29)2026/10/1032166.7%
トローリロートル (Rank 21)2026/10/0786275.0%
potimaru1059 (Rank 22)2026/10/0754180.0%
dalmax72 (Rank 22)2026/10/0754180.0%
nekota (Rank 26)2026/10/04330100.0%
リーウ (Rank 31)2026/10/0432166.7%
osAnKIRA (Rank 23)2026/09/2663350.0%
失礼!スマッシュ☆彡 (Rank 26)2026/09/2663350.0%
48歳技覚えられないよ (Rank 27)2026/09/22330100.0%
orz (Rank 29)2026/09/2232166.7%
sby (Rank 27)2026/09/1731233.3%
gans.sk602 (Rank 29)2026/09/1131233.3%
omiso345 (Rank 27)2026/09/0642250.0%
nourusu (Rank 30)2026/09/0231233.3%
NoMark/ノーマーク (Rank 26)2026/08/2332166.7%
nanami.madogiwa (Rank 31)2026/08/2231233.3%
イチゲン (Rank 28)2026/08/2232166.7%
be-shedded (Rank 29)2026/08/2152340.0%
hahaha (Rank 29)2026/08/04111109.1%
naowai (Rank 21)2026/07/28330100.0%
CHASER (Rank 21)2026/07/2331233.3%
yujiberra (Rank 21)2026/07/21660100.0%
easternyouth (Rank 21)2026/07/0432166.7%
CLEARCARE (Rank 41)2026/07/0432166.7%

Round openings

Every character

punchP506.3%
guardG364.5%
guardG into evade up293.7%
Middle Hell Stab6P+K263.3%
evade up into crouch dash forward263.3%
Raikou3P into Denkou3PP222.8%
RenshouPP into Renshou Senputai3PPK141.8%
evade down into evade up141.8%
Gyaku Seikenzuki66P131.6%
Shakashou3P into RenshouPP121.5%
Tate'enpi33P121.5%
crouch dash back into Karura4P+K121.5%
Honshin Hekiken1P+K111.4%
evade up into Knee Push4K111.4%
Body CrushP+K101.3%

245 further openings account for the other 495 rounds.

Counted from 200 of the 210 matches played. The rest were not pulled for openings.

Jeffry

Career
287–220 · 56.6%
This season
71 matches · 54.9%
Peak rank
29

First hit in 50.5% of 275 rounds. Won 64.0% 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?

punchP279.6%
Middle Hell Stab6P+K269.3%
evade up into Knee Push4K113.9%
Body CrushP+K103.6%
backdash into Rising Hammer43PP103.6%
evade down into Knee Push4K103.6%
evade up into crouch dash forward103.6%
guardG into evade up103.6%
backdash into Double Hammer Down43P93.2%
backdash into Tsunami Beat3K+G93.2%
backdash into Megaton Knuckle43P+K82.9%
Full Swing Upper33P72.5%
guardG72.5%
Dash Elbow66P into Dash Elbow Upper66PP62.1%
evade down into evade up62.1%

73 further openings account for the other 114 rounds.

Lau

Career
61–46 · 57.0%
This season
40 matches · 45.0%
Peak rank
26

First hit in 43.2% of 155 rounds. Won 53.7% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RenshouPP into Renshou Senputai3PPK149.0%
Shakashou3P into RenshouPP127.7%
Honshin Hekiken1P+K117.0%
Fukko Kensou1P106.4%
guardG95.8%
guardG into evade up53.2%
crouch dash back into Kasoutai2K42.6%
crouch into down-back kick1K42.6%
crouch dash back into Saishikkyaku4K31.9%
evade up into Kasoutai2K31.9%
guardG into Honshin Hekiken1P+K31.9%
Hi'en Tenshinshou44P into Hi'en Renshou44PP21.3%
Ko'en Souken2P+K21.3%
backdash into Kensou4P21.3%
crouch dash back into Honshin Hekiken1P+K21.3%

59 further openings account for the other 70 rounds.

Goh

Career
179–154 · 53.8%
This season
39 matches · 71.8%
Peak rank
27

First hit in 51.8% of 143 rounds. Won 66.2% of the rounds they struck first, 55.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Raikou3P into Denkou3PP2215.4%
crouch dash back into Karura4P+K128.4%
evade up into crouch dash forward107.0%
guardG74.9%
Ni'oudaoshi3K+G64.2%
evade down into evade up64.2%
guardG into evade up64.2%
Raikou3P42.8%
crouch dash back into Aragami4K42.8%
guardG into Jibishou3P+K42.8%
Maegeri3K32.1%
Sune'uchi2P into Kirin33P32.1%
evade down into Batousatsu3KP32.1%
evade down into Karura4P+K32.1%
evade up into Kirin33P32.1%

37 further openings account for the other 47 rounds.

Counted from 37 of the 39 matches played. The rest were not pulled for openings.

Jean

Career
77–71 · 52.0%
This season
34 matches · 41.2%
Peak rank
24

First hit in 45.6% of 138 rounds. Won 47.6% of the rounds they struck first, 38.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P139.4%
Tate'enpi33P128.7%
punchP128.7%
Shitamaeken2P75.1%
backdash into Kake'uchi46P75.1%
guardG64.3%
punchP into KounirenPP64.3%
punchP into Maeken~Joudan MawashigeriPK64.3%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK53.6%
KounirenPP into Nishin KakegeriPPK42.9%
evade up into crouch dash forward42.9%
Hangetsu NirenzukiP+K32.2%
backdash into Doumawashi Kaitengeri46K+G32.2%
crouch into Oishitazuki3PP32.2%
evade up into evade down32.2%

36 further openings account for the other 44 rounds.

Aoi

Career
83–96 · 46.4%
This season
25 matches · 52.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sanseigan66P+K into Ouka66P+KP912.7%
guardG79.9%
Tenchi In'youP+K+G68.4%
Raijinha6K into Kumogeri6KK57.0%
Sou'unha66K57.0%
guardG into evade up57.0%
NirentotsuPP into Nirentotsu OuchuPPP45.6%
punchP45.6%
evade up into Ryusen Soushou39P+KP22.8%
evade up into crouch dash forward22.8%
guardG into Gedan Shouda2P22.8%
Kamageri4K11.4%
Ryoushi43P11.4%
backdash into guardG11.4%
crouch11.4%

16 further openings account for the other 16 rounds.

Counted from 17 of the 25 matches played. The rest were not pulled for openings.

Shun

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP360.0%
Gekizan Senchu3P+K into RengekiPP120.0%
Shinho Suikoushu43P+K120.0%

Not counted here: Akira, Vanessa. Their matches 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 (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)
  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Shun: not tested (too few rounds)