VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

Ksenoarltype

  • Lau
  • El Blaze
  • Lion
  • Brad
Career matches1,499
Career win rate50.0%
Round win rate47.3%
Peak rank25
Distinct opponents44
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1364 #2,852 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

Jeffry2572234138147.2%
Lion2232215916349.4%
Lau2530017712359.0%
Vanessa—138677148.5%
Brad16123925.0%
El Blaze1652340.0%

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

224 of 311 rounds counted

6.2 inputs a second (370 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.0363157
Lau6.639459
Lion5.63358

By opponent's character

Pai6.036327
Sarah6.639727
Shun6.639426
Akira6.136423
Taka6.539214
Eileen5.633415
Lau5.734117
Aoi6.84069
Brad6.33786
Jean5.432614
Lion5.834519
Jeffry6.337713
Wolf6.63967
Goh7.24334
Vanessa5.83503

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

Pai104640.0%-0.5
Sarah104640.0%-6.8
Shun94544.4%-5.1
Akira85362.5%+6.6
Taka64266.7%+21.9
Eileen51420.0%-14.6
Lau52340.0%-9.1
Aoi43175.0%+5.1
Brad42250.0%+14.1
Jean4040.0%-52.3
Lion42250.0%-5.2
Jacky32166.7%+20.3
Jeffry32166.7%+16.9
Wolf220100.0%+63.6
Dural110100.0%+52.5
Goh1010.0%-37.0
Vanessa1010.0%-55.4

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

Breakable Half Fence138561.5%+10.6
Open1221016.7%-27.8
Rectangle115645.5%+3.5
Low Fence93633.3%-17.3
Breakable Full Fence84450.0%-5.8
Single Wall74357.1%+15.3
Full Fence63350.0%+3.8
Octagon63350.0%+1.5
Half Fence53260.0%+5.3
Full Fence and Open220100.0%+63.6

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
Walls4953.1%49.8%+3.3
No walls2832.1%43.7%-11.6

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

WeeWeeW (Rank 27)2026/10/122020.0%
clear-success03 (Rank 24)2026/10/1275271.4%
wooo-2309 (Rank 26)2026/10/1231233.3%
Frumherji (Rank 22)2026/10/123030.0%
neco (Rank 23)2026/10/12220100.0%
siro__gane (Rank 27)2026/10/122020.0%
エド (Rank 23)2026/10/1232166.7%
ketubat (Rank 28)2026/10/122020.0%
ST210G_onpai11rj (Rank 28)2026/10/122020.0%
*******ing (Rank 23)2026/10/12220100.0%
osaka_mouko4649 (Rank 26)2026/10/112020.0%
seisyun3times (Rank 22)2026/10/1121150.0%
豆次郎 (Rank 24)2026/10/0221150.0%
so-ka-si-12-06 (Rank 26)2026/10/022020.0%
moomoolien (Rank 23)2026/09/2821150.0%
かりぼー (Rank 25)2026/09/2853260.0%
tomiruri1120 (Rank 26)2026/09/25220100.0%
hipobambi (Rank 22)2026/09/25220100.0%
オオカミ (Rank 25)2026/06/092020.0%
カナヨ! (Rank 19)2026/04/0821150.0%
ずーさんZOOWOLF (Rank 25)2026/04/0821150.0%
okuni-1572 (Rank 21)2026/04/08220100.0%
nyu_necoginjo (Rank 25)2026/04/022020.0%
donburi_kanjo117 (Rank 21)2026/04/02220100.0%
もしょろ (Rank 19)2026/04/0221150.0%

Round openings

Every character

Souko Sensou66P+K178.9%
backdash into Megaton Knuckle43P+K115.8%
kickK into Ko'en TenshinkyakuKK105.2%
throw escape94.7%
backdash into Tsunami Beat3K+G84.2%
backdash into Honten Rakutoutai46K+G52.6%
punchP52.6%
Elbow Butt6P42.1%
Knee Push4K into Knee Push Wild Hook4KP42.1%
Toe Kick2K42.1%
backdash42.1%
backdash into Heel Drop6K+G42.1%
kickK into Stunner KnuckleKP42.1%
Kenka Hook46P31.6%
Kosoushou46P31.6%

81 further openings account for the other 96 rounds.

Counted from 50 of the 80 matches played. The rest were not pulled for openings.

Jeffry

Career
341–381 · 47.2%
This season
49 matches · 51.0%
Peak rank
25

First hit in 44.5% of 101 rounds. Won 68.9% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Megaton Knuckle43P+K1110.9%
backdash into Tsunami Beat3K+G87.9%
throw escape87.9%
Elbow Butt6P44.0%
Knee Push4K into Knee Push Wild Hook4KP44.0%
Toe Kick2K44.0%
backdash into Heel Drop6K+G44.0%
kickK into Stunner KnuckleKP44.0%
punchP44.0%
Kenka Hook46P33.0%
Dash Elbow66P into Dash Elbow Upper66PP22.0%
Double KnucklePP into Double Knuckle~UpperPPP22.0%
Hammer Slide1P into Grizzly Hammer1PP22.0%
backdash into Double Hammer Down43P22.0%
guardG into throw escape22.0%

36 further openings account for the other 37 rounds.

Counted from 25 of the 49 matches played. The rest were not pulled for openings.

Lau

Career
177–123 · 59.0%
This season
25 matches · 48.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souko Sensou66P+K1725.0%
kickK into Ko'en TenshinkyakuKK1014.7%
backdash into Honten Rakutoutai46K+G57.3%
Kosoushou46P34.4%
backdash into Kosoushou46P34.4%
Fukko Kensou1P22.9%
backdash22.9%
backdash into Souko Sensou66P+K22.9%
crouch into Chisoutai2K+G22.9%
forward dash into Kosoushou46P22.9%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK11.5%
Junho Chushou33P into Junho Renshou33PP11.5%
Kosoushou46P into forward movement11.5%
Senchutai3K into Senkyaku Chushou3KP11.5%
Shakashou3P11.5%

15 further openings account for the other 15 rounds.

Counted from 19 of the 25 matches played. The rest were not pulled for openings.

El Blaze

Career
2–3 · 40.0%
This season
3 matches · 33.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High-Speed Jab46P into Shouda46PP218.2%
Darkness Sword43K+G19.1%
ElbowP+K19.1%
Jumping Savate9K+G19.1%
Tiger Step39P+K+G19.1%
Volcano Knee6K+G19.1%
Volcano Upper4P+K19.1%
Zero G Flight7P+K+G19.1%
backdash19.1%
backdash into Darkness Sword43K+G19.1%

Lion

Career
159–163 · 49.4%
This season
2 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ryusei Koushugeki (Deflect)214P225.0%
Juchou Senshou8P+K112.5%
Senkyutai1K112.5%
Tourou Teihozen (Deflect)4P+K+G112.5%
back kick+guard4K+G112.5%
crouch into Shicchi Soutai3K+G112.5%
throwP+G112.5%

Brad

Career
3–9 · 25.0%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dtee Sawk Dtrohng4P+K133.3%
Ducking6P+K+G into Sting BlowP+K133.3%
Sway Back4P+K+G into Mighty Knee UpperK133.3%

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 (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)
  • El Blaze: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Brad: not tested (too few rounds)