VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

kyu

  • Aoi
Career matches4,845
Career win rate48.9%
Round win rate52.0%
Peak rank30
Distinct opponents157
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1502 #2,002 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

Jeffry303,1501,5611,58949.6%
Aoi261,69580888747.7%

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

598 of 1,239 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.242994
Aoi7.4442504

By opponent's character

Akira7.746463
Jacky7.243261
Brad7.243558
Wolf7.645333
Sarah7.142546
Pai7.344056
Goh7.746131
Jeffry7.343744
Aoi7.243460
Eileen7.243426
Kage7.344111
Taka7.444734
Lau8.04794
Shun7.142414
El Blaze6.840818
Lion7.142912
Lei Fei7.444512
Jean8.85263
Dural7.343612

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

Akira37221559.5%+6.6
Jacky35201557.1%+5.7
Brad27121544.4%-4.5
Wolf26121446.1%-5.0
Sarah24131154.2%-3.2
Pai22121054.5%+0.6
Goh2181338.1%-15.6
Jeffry2113861.9%+5.6
Aoi168850.0%-1.2
Eileen125741.7%-9.8
Kage107370.0%+11.0
Taka105550.0%+1.5
Lau86275.0%+28.6
Shun84450.0%+0.4
Vanessa75271.4%+19.5
El Blaze62433.3%-22.2
Lion62433.3%-16.9
Lei Fei54180.0%+22.6
Jean41325.0%-34.5
Dural31233.3%-0.8

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

Breakable Half Fence39162341.0%-14.5
Half Fence35191654.3%+0.6
Rectangle33191457.6%+8.5
Octagon30151550.0%-1.4
Full Fence29171258.6%+11.8
Breakable Full Fence27171063.0%+8.7
Single Wall27171063.0%+15.0
Open2516964.0%+11.1
Low Fence24101441.7%-8.3
Full Fence and Open135838.5%-22.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19353.4%52.0%+1.4
No walls7656.6%50.8%+5.8

Walls against open: -4.4 points (95% range -17.4 to +8.5), 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

ほーげつ (Rank 27)2026/05/3131233.3%
Sinabro (Rank 27)2026/05/3153260.0%
キーウィマスク (Rank 27)2026/05/2952340.0%
Hi-VisionZERO (Rank 26)2026/05/2972528.6%
O.J.A (Rank 22)2026/05/2986275.0%
ありがとナス (Rank 26)2026/05/2831233.3%
elf4sale (Rank 27)2026/05/2743175.0%
hahaha (Rank 27)2026/05/2741325.0%
SHOBOKO (Rank 26)2026/05/2731233.3%
pposic2 (Rank 24)2026/05/26330100.0%
ryu2811 (Rank 23)2026/05/2554180.0%
nyu_necoginjo (Rank 26)2026/05/2151420.0%
yabo (Rank 23)2026/05/20330100.0%
zebra_aria (Rank 24)2026/05/2032166.7%
ER_higante (Rank 28)2026/05/1932166.7%
jiwoonpk (Rank 29)2026/05/1863350.0%
diev80 (Rank 28)2026/05/1532166.7%
Agnes_bell (Rank 29)2026/05/0943175.0%
ジェイガン (Rank 28)2026/05/06330100.0%
NO-NAMENANASI774 (Rank 26)2026/05/0531233.3%
GreenJacky (Rank 30)2026/04/2432166.7%
ShieldHolder (Rank 25)2026/04/1532166.7%
danimura (Rank 31)2026/04/0841325.0%
kim_ten69 (Rank 30)2026/03/2852340.0%
RX-7FD3S-Type-RS (Rank 24)2026/03/2832166.7%

Round openings

Every character

backdash into guardG473.8%
Sou'unha66K463.7%
forward movement into evade down423.4%
forward movement into Knee Attack6K393.1%
forward movement into backdash393.1%
guardG into evade down322.6%
crouch dash forward into Knee Attack6K292.3%
crouch into Side Kick3K292.3%
Sou'unha66K into backdash211.7%
backward movement into evade up211.7%
backward movement into evade down201.6%
guardG201.6%
guardG into evade up181.4%
guardG into punchP181.4%
Middle Hell Stab6P+K171.4%

307 further openings account for the other 813 rounds.

Jeffry

Career
1,561–1,589 · 49.6%
This season
184 matches · 52.2%
Peak rank
30

First hit in 49.0% of 727 rounds. Won 57.6% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 27.6% of rounds, against 9.7% against everyone else.
  • After opening the round before by backing off: backs off first in 47.3% of rounds, against 22.1% after anything else.

How is this tested?

forward movement into Knee Attack6K395.3%
crouch dash forward into Knee Attack6K293.9%
crouch into Side Kick3K293.9%
forward movement into evade down293.9%
forward movement into backdash273.6%
guardG into evade down233.1%
backdash into guardG223.0%
guardG182.4%
Middle Hell Stab6P+K172.3%
backdash into Knee Attack6K172.3%
backward movement into Middle Hell Stab6P+K162.2%
backward movement into evade up162.2%
crouch dash forward into guardG152.0%
backward movement into Knee Attack6K141.9%
backward movement into evade down141.9%

166 further openings account for the other 414 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–3 · 81%4–2 · 67%too few to test
Akira9–9 · 50%3–1 · 75%too few to test
Wolf5–6 · 45%1–2 · 33%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?

Aoi

Career
808–887 · 47.7%
This season
124 matches · 53.2%
Peak rank
26

First hit in 47.8% of 492 rounds. Won 56.2% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Sou'unha66K469.0%
backdash into guardG254.9%
Sou'unha66K into backdash214.1%
Sanseigan66P+K into Ouka66P+KP173.3%
forward movement into evade down132.5%
forward movement into backdash122.3%
Ogamigeri4K+G112.1%
Tenchi In'youP+K+G112.1%
crouch into Maegeri3K112.1%
guardG into evade up112.1%
Kamageri4K91.8%
guardG into evade down91.8%
Maegeri3K into guardG81.6%
crouch into Kusanagi2K+G81.6%
guardG into punchP81.6%

168 further openings account for the other 292 rounds.

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 (28 here; about 1.4 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 14 tests hold up
  • Aoi: 0 of 14 tests hold up