VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

アルコール中学

  • Lau
  • Wolf
  • Goh
  • Shun
  • El Blaze
  • Brad
Career matches4,584
Career win rate48.1%
Round win rate46.9%
Peak rank32
Distinct opponents422
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1413 #2,581 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

Jeffry323,4321,6471,78548.0%
Goh2658328729649.2%
Lau2736718917851.5%
Shun2276274935.5%
El Blaze2662431969.3%
Wolf2136102627.8%
Brad21282267.1%

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

3,468 of 4,222 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.94142,983
Lau7.1426324
Goh6.9412125
Shun5.834624
El Blaze7.64548
Brad5.53284

By opponent's character

Jacky6.9416460
Akira7.0421360
Wolf7.1428288
Lion6.9416322
Jeffry7.1429239
Kage6.7401232
Goh6.7404200
Aoi6.9415167
Shun6.9416145
Jean6.7403163
Lau6.9416130
Pai7.0418142
Sarah6.8405130
Brad6.6397106
El Blaze6.639697
Vanessa6.639887
Lei Fei6.840880
Taka7.343772
Eileen6.740124
Dural6.639624

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

Jacky128626648.4%+4.6
Akira104376735.6%-12.1
Wolf84463854.8%+10.8
Lion82315137.8%-7.2
Jeffry76255132.9%-12.3
Kage72314143.1%-1.7
Goh69333647.8%+4.8
Aoi49173234.7%-11.9
Shun49311863.3%+17.7
Jean47262155.3%+12.2
Lau47202742.5%+1.6
Pai46192741.3%-4.8
Sarah41192246.3%+0.1
Brad35152042.9%-4.6
El Blaze32161650.0%+12.1
Vanessa30151550.0%+8.0
Lei Fei2011955.0%+5.8
Taka1991047.4%+1.0
Eileen82625.0%-20.6
Dural72528.6%-14.9

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 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

Low Fence122586447.5%+3.7
Single Wall113437038.0%-9.1
Half Fence112516145.5%-0.2
Breakable Half Fence108535549.1%+6.0
Breakable Full Fence107555251.4%+9.6
Full Fence100366436.0%-10.0
Octagon99435643.4%+2.1
Open94454947.9%+3.2
Rectangle78384048.7%+0.4
Full Fence and Open62243838.7%-6.5

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
Walls60445.7%44.4%+1.3
No walls32944.4%45.1%-0.7

Walls against open: +2.1 points (95% range -5.0 to +9.1), p 0.566 — 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

いかちゃPC直した (Rank 30)2026/10/036060.0%
ぽん (Rank 29)2026/09/2985362.5%
goripon_actor (Rank 26)2026/09/2962433.3%
BANANA (Rank 29)2026/09/0973442.9%
orz (Rank 28)2026/09/07146842.9%
TAPIOKA (Rank 29)2026/09/06125741.7%
獣王(設定2) (Rank 30)2026/09/0364266.7%
Koutei (Rank 31)2026/09/0372528.6%
fwnd1396 (Rank 31)2026/09/0265183.3%
JAGAMARU-MIKE (Rank 27)2026/09/02115645.5%
takapiko-no (Rank 29)2026/08/2963350.0%
kansimamoto (Rank 35)2026/08/286060.0%
Gun-Interceptor (Rank 27)2026/08/2664266.7%
煽るアホは0721してろ (Rank 34)2026/08/2262433.3%
カミナリおやじ (Rank 29)2026/08/0586275.0%
ドラゴン中学 (Rank 27)2026/08/0441152636.6%
Shura1025 (Rank 33)2026/08/0271614.3%
jiwoonpk (Rank 31)2026/08/0287187.5%
失礼!スマッシュ☆彡 (Rank 26)2026/07/2864266.7%
striker0123 (Rank 29)2026/07/2662433.3%
horahukin-DRZ (Rank 26)2026/06/1463350.0%
gyoujyun (Rank 30)2026/06/1462433.3%
maripon (Rank 28)2026/06/07107370.0%
HIROCHILL (Rank 26)2026/05/1765183.3%
ダストレス (Rank 17)2026/05/1671614.3%

Round openings

Every character

crouch dash forward into throw escape2666.3%
guardG into throw escape2646.3%
evade up into crouch dash forward1704.0%
evade down into crouch dash forward1563.7%
crouch dash forward into evade down1503.6%
evade down into throw escape1062.5%
throw escape902.1%
throwP+G832.0%
evade up into throw escape811.9%
backdash into Double Hammer Down43P791.9%
punchP into Double KnucklePP781.9%
Hell Dunk Elbow2P+K661.6%
crouch dash forward into guardG661.6%
Middle Hell Stab6P+K631.5%
backdash into Kenka Hook46P631.5%

530 further openings account for the other 2,428 rounds.

Counted from 1,040 of the 1,045 matches played. The rest were not pulled for openings.

Jeffry

Career
1,647–1,785 · 48.0%
This season
869 matches · 45.3%
Peak rank
32

First hit in 48.8% of 3,479 rounds. Won 49.2% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 24.8% of rounds, against 19.1% in their other rounds.
  • Against Akira: backs off first in 28.4% of rounds, against 12.6% against everyone else.
  • After opening the round before by waiting: waits first in 30.6% of rounds, against 11.2% after anything else.
  • After losing a round: moves in first in 33.6% of rounds, against 15.3% after winning one.
  • When behind: moves in first in 33.0% of rounds, against 19.8% when ahead or level.
  • After being hit first in the round before: moves in first in 27.2% of rounds, against 22.3% after landing the first hit.
  • In round 1: opens with “crouch dash forward into throw escape” in 8.7% of rounds, against 6.4% in their other rounds.
  • Against Lion: opens with “G guard into throw escape” in 19.9% of rounds, against 4.2% against everyone else.
  • After opening the round before with “G guard into throw escape”: opens with “G guard into throw escape” in 19.6% of rounds, against 4.1% after anything else.
  • After the opponent opened the round before with “forward movement into P punch”: opens with “G guard into throw escape” in 13.8% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “crouch dash forward into throw escape” in 8.7% of rounds, against 3.9% after winning one.
  • When behind: opens with “crouch dash forward into throw escape” in 9.1% of rounds, against 5.0% when ahead or level.

How is this tested?

crouch dash forward into throw escape2447.0%
guardG into throw escape1714.9%
evade up into crouch dash forward1434.1%
crouch dash forward into evade down1373.9%
evade down into crouch dash forward1353.9%
evade down into throw escape902.6%
backdash into Double Hammer Down43P792.3%
punchP into Double KnucklePP782.2%
throwP+G772.2%
evade up into throw escape702.0%
Hell Dunk Elbow2P+K661.9%
throw escape661.9%
Middle Hell Stab6P+K631.8%
backdash into Kenka Hook46P631.8%
crouch dash forward into guardG621.8%

332 further openings account for the other 1,948 rounds.

Counted from 864 of the 869 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
Jacky27–28 · 49%24–25 · 49%-1.4
Akira20–31 · 39%8–24 · 25%+18.2
Wolf21–18 · 54%13–14 · 48%too few to test
Jeffry15–31 · 33%6–8 · 43%too few to test
Kage17–11 · 61%9–14 · 39%too few to test
Goh19–16 · 54%5–5 · 50%too few to test
Jean11–13 · 46%14–5 · 74%too few to test
Shun19–13 · 59%6–2 · 75%too few to test
Aoi12–16 · 43%2–7 · 22%too few to test
Sarah11–13 · 46%4–9 · 31%too few to test
Lion7–14 · 33%5–6 · 45%too few to test
Lau8–19 · 30%4–4 · 50%too few to test
Pai4–11 · 27%6–4 · 60%too few to test
El Blaze7–9 · 44%7–5 · 58%too few to test
Brad6–8 · 43%7–6 · 54%too few to test
Vanessa11–9 · 55%1–2 · 33%too few to test
Lei Fei8–5 · 62%3–4 · 43%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

5 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?

Lau

Career
189–178 · 51.5%
This season
79 matches · 50.6%
Peak rank
27

First hit in 42.9% of 322 rounds. Won 55.1% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 28.6% of rounds, against 6.2% against everyone else.
  • On Rectangle stages: moves in first in 30.2% of rounds, against 9.4% on the other stages.

How is this tested?

guardG into throw escape3510.8%
Honshin Hekiken1P+K164.9%
crouch dash forward into throw escape164.9%
evade down into crouch dash forward144.3%
evade up into crouch dash forward123.7%
guardG into evade up103.1%
Koryu Tenshinkyaku6K+G92.8%
crouch dash forward into evade down82.5%
guardG into throwP+G82.5%
evade up into throw escape72.1%
backdash into evade down61.9%
evade down61.9%
evade down into throw escape61.9%
evade up into evade down61.9%
guardG into evade down61.9%

99 further openings account for the other 160 rounds.

Wolf

Career
10–26 · 27.8%
This season
35 matches · 28.6%
Peak rank
21

First hit in 36.5% of 137 rounds. Won 44.0% of the rounds they struck first, 37.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape2921.2%
throw escape1510.9%
guardG139.5%
Jab StraightPP into One Two UpperPPP64.4%
Elbow Butt4P42.9%
evade down into guardG42.9%
guardG into punchP42.9%
Arrow Knuckle3P32.2%
backdash into Short Shoulder46P+K32.2%
punchP into Jab StraightPP32.2%
Screw Hook63214P21.5%
backdash into Kenka Kick1K+G21.5%
evade down into Low Hammer2P21.5%
evade up21.5%
evade up into guardG21.5%

36 further openings account for the other 43 rounds.

Goh

Career
287–296 · 49.2%
This season
30 matches · 30.0%
Peak rank
26

First hit in 52.0% of 125 rounds. Won 46.1% of the rounds they struck first, 38.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape2217.6%
guardG into evade up108.0%
guardG into evade down43.2%
crouch dash forward into Jibishou3P+K32.4%
evade down into throw escape32.4%
evade up into Jibishou3P+K32.4%
guardG into Batousatsu3KP32.4%
guardG into throwP+G32.4%
Soukyu46P21.6%
Sune Kudaki43P21.6%
Urahiji44P21.6%
crouch dash forward into Minamo Barai2P+K21.6%
crouch dash forward into Ni'oudaoshi3K+G21.6%
crouch into Maegeri3K21.6%
evade down into crouch dash forward21.6%

57 further openings account for the other 60 rounds.

Shun

Career
27–49 · 35.5%
This season
29 matches · 44.8%
Peak rank
22

First hit in 44.2% of 113 rounds. Won 40.0% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash forward1311.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP97.6%
guardG into throw escape75.9%
evade down into throw escape65.1%
evade up54.2%
guardG54.2%
crouch dash forward into evade down43.4%
evade down into Kasen Zenbokushou6PP43.4%
evade down into crouch dash forward43.4%
crouch dash forward into throw escape32.5%
offensive move32.5%
Getsuga Gakushu46P into Rensai Gakushu46PP21.7%
Tenshin Souchushou6P+K21.7%
crouch dash forward into Fukuchougeki2P21.7%
evade down21.7%

41 further openings account for the other 47 rounds.

El Blaze

Career
43–19 · 69.3%
This season
2 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Straight6P+K into Quick Combo6P+KP225.0%
Jumping Hammer Knuckle8P+K112.5%
Volcano Upper4P+K112.5%
crouch dash back into Rocket Discharge6P+K+G112.5%
crouch dash forward into throw escape112.5%
evade down into crouch dash forward112.5%
evade up into evade down112.5%

Brad

Career
2–26 · 7.1%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K125.0%
Sway Back4P+K+G into Mighty Knee UpperK125.0%
guardG into evade up125.0%
kickK125.0%

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 (30 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

  • Jeffry: 12 of 17 tests hold up
  • Lau: 2 of 13 tests hold up
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Brad: not tested (too few rounds)