VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

asatoasato

  • Akira
  • El Blaze
  • Vanessa
Career matches2,631
Career win rate33.9%
Round win rate42.9%
Peak rank24
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1182 #3,472 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

Jeffry242,6178891,72834.0%
Akira1682625.0%
Vanessa164040.0%
El Blaze1621150.0%

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

868 of 1,187 rounds counted

6.6 inputs a second (396 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.6396853
Akira6.33809
El Blaze6.74003
Vanessa7.74623

By opponent's character

Akira6.5388106
Aoi6.740462
Sarah6.740281
Wolf6.841187
Jacky6.337945
Jeffry6.639958
Lion6.539059
Goh6.740236
Kage6.538963
Brad6.740451
Pai6.337748
Shun6.740255
El Blaze6.538831
Lei Fei6.639730
Eileen7.14258
Lau6.63948
Jean6.337819
Vanessa6.237512
Taka7.04219

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

Akira41192246.3%+12.4
Aoi32112134.4%+0.3
Sarah28131546.4%+9.5
Wolf27101737.0%-1.0
Jacky1831516.7%-20.8
Jeffry189950.0%+12.8
Lion1861233.3%-6.1
Goh1761135.3%+3.3
Kage1741323.5%-9.6
Brad159660.0%+18.9
Pai1531220.0%-12.8
Shun1441028.6%-4.5
El Blaze81712.5%-16.9
Lei Fei71614.3%-11.4
Eileen51420.0%-3.4
Lau52340.0%+0.9
Jean4040.0%-26.7
Vanessa41325.0%-12.0
Taka21150.0%+11.8

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Low Fence45192642.2%+7.9
Single Wall42172540.5%+10.7
Octagon36142238.9%+2.6
Rectangle33122136.4%-3.0
Open3282425.0%-12.4
Full Fence2691734.6%-1.7
Breakable Half Fence22111150.0%+16.2
Half Fence2261627.3%-5.6
Breakable Full Fence1621412.5%-22.3
Full Fence and Open123925.0%-7.5

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15534.8%35.9%-1.1
No walls11937.0%34.2%+2.8

Walls against open: -3.9 points (95% range -15.2 to +7.5), p 0.503 — 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

コデリン03 (Rank 24)2026/09/1332166.7%
nekota (Rank 23)2026/09/1354180.0%
フォアグラ (Rank 22)2026/08/2941325.0%
委員ちょ (Rank 21)2026/08/1743175.0%
ぽん (Rank 26)2026/08/0341325.0%
qzmix (Rank 23)2026/08/036060.0%
white555 (Rank 23)2026/08/0331233.3%
CHASER (Rank 21)2026/08/0362433.3%
富美 (Rank 21)2026/07/2742250.0%
dalmax72 (Rank 23)2026/07/27147750.0%
魔鬼筋肉人 (Rank 21)2026/07/26105550.0%
chimichama (Rank 22)2026/07/104040.0%
失礼!スマッシュ☆彡 (Rank 25)2026/07/1041325.0%
shinkita (Rank 22)2026/06/1931233.3%
KARA (Rank 21)2026/06/1731233.3%
mokoha_jean (Rank 21)2026/06/0761516.7%
moppeso (Rank 21)2026/06/0763350.0%
doublehighz (Rank 19)2026/06/0451420.0%
しろ☆おびJB,ミッキー (Rank 24)2026/06/0252340.0%
kuni_sato (Rank 23)2026/05/304040.0%
要你命3000 (Rank 25)2026/05/2741325.0%
サーちゃん (Rank 22)2026/05/19104640.0%
GWO (Rank 23)2026/05/114040.0%
chibo (Rank 23)2026/05/1041325.0%
すずもも (Rank 21)2026/05/1061516.7%

Round openings

Every character

Body CrushP+K into Double CrushP+KP947.9%
Elbow Butt6P into Elbow Hammer6PP826.9%
Elbow Butt6P474.0%
Knee Push4K into Knee Push Wild Hook4KP453.8%
Dash Elbow66P393.3%
Knee Push4K312.6%
evade down into guardG312.6%
backdash into Rising Hammer43PP262.2%
backdash into guardG221.9%
Dash Elbow66P into Dash Elbow Upper66PP211.8%
crouch into Ducking Low2K+G211.8%
Stunner KnuckleKP into Stunner Head ButtKPP191.6%
evade down into Sunlit Body Upper3P+K191.6%
Body CrushP+K171.4%
evade up into guardG171.4%

225 further openings account for the other 658 rounds.

Jeffry

Career
889–1,728 · 34.0%
This season
291 matches · 35.0%
Peak rank
24

First hit in 56.6% of 1,169 rounds. Won 48.2% of the rounds they struck first, 36.1% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 68.8% of rounds, against 54.0% against everyone else.
  • After losing a round: attacks straight away in 64.0% of rounds, against 46.4% after winning one.
  • When behind: attacks straight away in 63.4% of rounds, against 50.6% when ahead or level.
  • Against Kage: opens with “66P Dash Elbow” in 11.8% of rounds, against 2.8% against everyone else.

How is this tested?

Body CrushP+K into Double CrushP+KP948.0%
Elbow Butt6P into Elbow Hammer6PP827.0%
Elbow Butt6P474.0%
Knee Push4K into Knee Push Wild Hook4KP453.8%
Dash Elbow66P393.3%
Knee Push4K312.6%
evade down into guardG312.6%
backdash into Rising Hammer43PP262.2%
Dash Elbow66P into Dash Elbow Upper66PP211.8%
backdash into guardG211.8%
crouch into Ducking Low2K+G211.8%
Stunner KnuckleKP into Stunner Head ButtKPP191.6%
evade down into Sunlit Body Upper3P+K191.6%
Body CrushP+K171.4%
backdash into Kenka Hook46P161.4%

215 further openings account for the other 645 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–15 · 48%4–5 · 44%too few to test
Aoi4–8 · 33%7–11 · 39%too few to test
Wolf3–11 · 21%7–6 · 54%too few to test
Sarah6–0 · 100%5–13 · 28%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.

How is this tested?

Akira

Career
2–6 · 25.0%
This season
2 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into guardG222.2%
Jouho Touken6P111.1%
Jouho Touken6P into Sayu Kaikyu4PP111.1%
Satei3K+G into Goko Shutsudou3K+GP111.1%
Youteitou6K into Kenhou6KP111.1%
backdash into backward movement111.1%
crouch dash back into Ekishou3P111.1%
offensive move111.1%

El Blaze

Career
1–1 · 50.0%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High-Speed Jab46P into Shouda46PP133.3%
backdash into guardG133.3%
guardG into Darkness Smash43P+K133.3%

Vanessa

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

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK133.3%
Defensive Style: Heavy Impact into back kick4K133.3%
Defensive Style: kick into Switch Left SlicerKK133.3%

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 (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: 4 of 15 tests hold up
  • Akira: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)