VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

Jack

  • Vanessa
Career matches3,975
Career win rate50.4%
Round win rate50.9%
Peak rank32
Distinct opponents200
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1522 #1,868 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

Jeffry323,3091,6661,64350.4%
Vanessa2866633832850.8%

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

1,583 of 2,137 rounds counted

6.1 inputs a second (367 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.1368921
Vanessa6.1367662

By opponent's character

Akira6.0357129
Wolf6.0357136
Jacky6.1365130
Shun6.236999
Aoi6.4383100
Sarah5.9356118
Dural6.1366103
Vanessa5.9356110
El Blaze6.136682
Brad6.136495
Jean6.338069
Pai6.337681
Jeffry6.237145
Lion6.840744
Goh6.438535
Lau6.337846
Kage6.337753
Taka6.035846
Lei Fei6.337639
Eileen6.035723

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

Akira47291861.7%+12.3
Wolf47222546.8%-3.1
Jacky43241955.8%+1.3
Shun36211558.3%+6.6
Aoi35201557.1%+0.8
Sarah34201458.8%+6.0
Dural33151845.5%-0.6
Vanessa33191457.6%+11.3
El Blaze31191261.3%+9.2
Brad2772025.9%-24.4
Jean2791833.3%-16.1
Pai26111542.3%-8.6
Jeffry2012860.0%+11.8
Lion167943.8%-8.0
Goh157846.7%-5.9
Lau156940.0%-4.9
Kage147750.0%-0.1
Taka125741.7%-7.7
Lei Fei116554.5%-0.5
Eileen52340.0%-17.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Rectangle67283941.8%-9.3
Single Wall58312753.5%+4.5
Low Fence56312555.4%+3.9
Breakable Full Fence55292652.7%+0.8
Half Fence54252946.3%-6.3
Full Fence45261957.8%+6.9
Octagon43202346.5%+2.0
Open42192345.2%-6.5
Breakable Half Fence41231856.1%+3.7
Full Fence and Open39241561.5%+10.8

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
Walls30549.5%50.5%-1.0
No walls15651.9%50.8%+1.1

Walls against open: -2.1 points (95% range -11.9 to +7.7), p 0.670 — 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

jinjin (Rank 32)2026/09/2673442.9%
トローリロートル (Rank 25)2026/08/2475271.4%
dalmax72 (Rank 26)2026/08/2286275.0%
BigBoin (Rank 32)2026/07/2863350.0%
にすと ☆能登VF部 (Rank 29)2026/07/2864266.7%
fdjskjfsdls (Rank 27)2026/07/2662433.3%
BANANA (Rank 29)2026/07/2698188.9%
무파ZeroBlue (Rank 33)2026/07/2673442.9%
Grimaster (Rank 30)2026/07/2663350.0%
yuzu (Rank 26)2026/07/2263350.0%
カミナリおやじ (Rank 30)2026/07/2274357.1%
aona (Rank 27)2026/07/2252340.0%
gzwiz53 (Rank 29)2026/07/1153260.0%
orz (Rank 30)2026/07/11105550.0%
heco1944 (Rank 29)2026/07/0552340.0%
Koutei (Rank 30)2026/06/2983537.5%
TaKaArAsHi573 (Rank 27)2026/06/2963350.0%
tamaneen (Rank 30)2026/06/2162433.3%
CELIS (Rank 29)2026/06/1075271.4%
のみ (Rank 33)2026/06/1073442.9%
マクシミリアン15世 (Rank 31)2026/05/2852340.0%
JeanKujo (Rank 29)2026/05/2672528.6%
Manao (Rank 23)2026/05/2054180.0%
B.S.R-JP (Rank 29)2026/05/1763350.0%
zaduhkj (Rank 33)2026/04/1851420.0%

Round openings

Every character

backdash into Kenka Hook46P1728.0%
Defensive Style: Stinger Low Blow904.2%
Defensive Style: Back Knuckle into Back Knuckle High6PK793.7%
backdash into Head Attack46P+K723.4%
Defensive Style: evade up612.9%
crouch dash back into evade down482.2%
Defensive Style: Bone Crush Middle462.1%
backdash into Double Hammer Down43P462.1%
Defensive Style: backdash into guardG452.1%
Defensive Style: backdash into Bone Crush Middle3K381.8%
Side Kick3K381.8%
backdash into Tsunami Beat3K+G371.7%
evade up361.7%
Middle Hell Stab6P+K321.5%
Defensive Style: backdash into Stinger Low Blow1P+K301.4%

340 further openings account for the other 1,272 rounds.

Jeffry

Career
1,666–1,643 · 50.4%
This season
289 matches · 51.6%
Peak rank
32

First hit in 52.3% of 1,163 rounds. Won 55.6% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 46.4% of rounds, against 15.7% against everyone else.
  • After opening the round before with “backdash into 46P+K Head Attack”: opens with “backdash into 46P+K Head Attack” in 22.2% of rounds, against 5.8% after anything else.

How is this tested?

backdash into Kenka Hook46P17214.6%
backdash into Head Attack46P+K726.1%
crouch dash back into evade down484.1%
backdash into Double Hammer Down43P463.9%
Side Kick3K383.2%
backdash into Tsunami Beat3K+G373.1%
evade up363.1%
Middle Hell Stab6P+K322.7%
crouch dash back into Middle Hell Stab6P+K272.3%
punchP into kickK272.3%
crouch dash back into guardG262.2%
Elbow Butt6P252.1%
evade up into Knee Push Wild Hook4KP221.9%
backdash into Rising Hammer43PP211.8%
punchP181.5%

173 further openings account for the other 529 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira11–13 · 46%3–0 · 100%too few to test
Jacky7–7 · 50%11–4 · 73%too few to test
Sarah10–3 · 77%2–4 · 33%too few to test
Jean5–8 · 38%3–6 · 33%too few to test
Vanessa10–6 · 62%0–3 · 0%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?

Vanessa

Career
338–328 · 50.8%
This season
238 matches · 50.0%
Peak rank
28

First hit in 24.7% of 960 rounds. Won 54.4% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • Against Wolf: waits first in 13.8% of rounds, against 3.4% against everyone else.
  • After opening the round before by backing off: attacks straight away in 42.9% of rounds, against 35.5% after anything else.
  • Against Jacky: opens with “Defensive Style: Back Knuckle into 6PK Back Knuckle High” in 21.4% of rounds, against 7.6% against everyone else.

How is this tested?

Defensive Style: Stinger Low Blow909.3%
Defensive Style: Back Knuckle into Back Knuckle High6PK798.2%
Defensive Style: evade up616.3%
Defensive Style: Bone Crush Middle464.8%
Defensive Style: backdash into guardG454.7%
Defensive Style: backdash into Bone Crush Middle3K383.9%
Defensive Style: backdash into Stinger Low Blow1P+K303.1%
Defensive Style: backdash into backward movement282.9%
Defensive Style: crouch dash back into evade down252.6%
Defensive Style: punch into Jab~BodyPP212.2%
Defensive Style: backdash into Boomerang Hook3P+K202.1%
Defensive Style: punch into Jab High KickPK202.1%
Defensive Style: punch into kickK202.1%
Defensive Style: evade up into Boomerang Hook3P+K171.8%
Defensive Style: evade up into guardG171.8%

152 further openings account for the other 409 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf7–11 · 39%5–3 · 62%too few to test
El Blaze6–6 · 50%5–6 · 45%too few to test
Shun4–6 · 40%4–3 · 57%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?

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: 2 of 15 tests hold up
  • Vanessa: 3 of 15 tests hold up