VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

dotekabochaDX

  • Goh
  • Vanessa
  • Brad
  • Lion
  • Lau
  • Sarah
  • Wolf
  • Shun
  • Eileen
Career matches736
Career win rate73.1%
Round win rate63.7%
Peak rank29
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1519 #1,879 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

Jeffry292251646172.9%
Goh24113793469.9%
Brad27110812973.6%
Wolf23107782972.9%
Vanessa2561441772.1%
Sarah254644295.7%
Lau2235211460.0%
Eileen181413192.9%
Lion22149564.3%
Shun21115645.5%

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

193 of 212 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.142649
Goh6.740429
Vanessa6.539333
Brad6.740326
Lion7.041715
Lau7.544815
Sarah6.740213
Wolf6.13653
Shun6.538710

By opponent's character

Akira6.941221
Jean6.941530
El Blaze7.041924
Jacky7.142423
Pai6.840626
Aoi6.538920
Sarah7.243523
Kage6.23748
Lion6.73998
Eileen6.63944
Jeffry6.23693
Lau6.03583

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

Akira87187.5%+13.8
Jean74357.1%-15.2
El Blaze660100.0%+21.9
Jacky63350.0%-26.2
Pai63350.0%-31.6
Aoi550100.0%+37.4
Sarah52340.0%-38.9
Brad220100.0%+16.2
Kage220100.0%+16.1
Lion220100.0%+35.6
Eileen110100.0%+19.1
Goh110100.0%+18.3
Jeffry110100.0%+19.1
Lau110100.0%+10.1

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 Fence87187.5%+13.6
Octagon87187.5%+15.4
Half Fence54180.0%+1.4
Low Fence53260.0%-8.4
Open53260.0%-23.6
Breakable Full Fence43175.0%-7.1
Full Fence43175.0%+4.8
Full Fence and Open43175.0%+1.4
Rectangle43175.0%-1.8
Single Wall110100.0%+15.2

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
Walls3381.8%76.1%+5.7
No walls1163.6%75.5%-11.8

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

okb@j>おーけーびー (Rank 30)2026/10/1232166.7%
HaseMasa (Rank 26)2026/10/11220100.0%
要你命3000 (Rank 26)2026/10/112020.0%
t4a (Rank 24)2026/10/11110100.0%
HIROCHILL (Rank 29)2026/10/1132166.7%
rocketopunch (Rank 30)2026/10/1121150.0%
FreddieKing (Rank 27)2026/10/11220100.0%
r1s1d8 (Rank 27)2026/10/1131233.3%
mikkunn3277 (Rank 23)2026/10/11220100.0%
kukkii94 (Rank 24)2026/10/11220100.0%
vf_hornwolf@뿔늑대 (Rank 23)2026/10/041010.0%
UNIQ (Rank 24)2026/10/04110100.0%
hexa-RAh (Rank 27)2026/09/06110100.0%
時宣院日要 (Rank 21)2026/09/06110100.0%
ぬ (Rank 21)2026/09/06220100.0%
dalmax72 (Rank 21)2026/09/06330100.0%
鳶飛戾天,魚躍於淵 (Rank 27)2026/09/061010.0%
ねこ吉 (Rank 24)2026/09/06110100.0%
취중건담 (Rank 23)2026/09/06220100.0%
ttfour@サラしかできないw (Rank 22)2026/09/06110100.0%
GWO (Rank 25)2026/09/06440100.0%
狛猫【Excalibur】 (Rank 28)2026/05/1831233.3%
whitnes (Rank 27)2026/05/1721150.0%
shinkita (Rank 21)2026/04/30220100.0%
咦?還有高手!! (Rank 16)2026/04/26220100.0%

Round openings

Every character

forward movement into punchP119.7%
Dtee Sawk Dtrohng4P+K43.5%
punchP32.6%
Hiji'ate6P21.8%
Offensive Style: forward movement into punchP21.8%
Quick Shoulder66P+K21.8%
Stiletto66K21.8%
backdash into Crescent Heel4K+G21.8%
backdash into Karura4P+K21.8%
backdash into Kokuryusatsu Ni46P+KP21.8%
crouch into Jolt Upper~Spin Kick3PK21.8%
evade down into guardG21.8%
evade up into Hell Dunk Elbow2P+K21.8%
punchP into Double KnucklePP21.8%
Banchu6P into Banchu Renkanshu6PP10.9%

73 further openings account for the other 73 rounds.

Counted from 29 of the 50 matches played. The rest were not pulled for openings.

Jeffry

Career
164–61 · 72.9%
This season
12 matches · 50.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP630.0%
evade up into Hell Dunk Elbow2P+K210.0%
punchP into Double KnucklePP210.0%
Elbow Butt6P15.0%
Hammer Slide1P into guardG15.0%
backdash into Scoop Kick4K+G15.0%
backdash into Tsunami Beat3K+G15.0%
crouch into Ducking Low2K+G15.0%
evade down15.0%
evade down into Torpedo Head Butt4P+K15.0%
evade up into crouch dash forward15.0%
forward movement into Double KnucklePP15.0%
throw escape15.0%

Counted from 5 of the 12 matches played. The rest were not pulled for openings.

Brad

Career
81–29 · 73.6%
This season
6 matches · 83.3%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dtee Sawk Dtrohng4P+K423.5%
crouch into Jolt Upper~Spin Kick3PK211.8%
Ducking6P+K+G into Crush Knee KickK+G15.9%
Ducking6P+K+G into Sting BlowP+K15.9%
Further Low1K+G15.9%
Middle Spin Kick66K into Ten Kao6K15.9%
Sharp Shoot1P15.9%
Sway Back4P+K+G into Mighty Knee UpperK15.9%
backdash into Stop Kick4K15.9%
backdash into throwP+G15.9%
evade down into guardG15.9%
evade up into Sawk Klab6P+K15.9%
forward movement into punchP15.9%

Counted from 4 of the 6 matches played. The rest were not pulled for openings.

Goh

Career
79–34 · 69.9%
This season
10 matches · 80.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P212.5%
backdash into Karura4P+K212.5%
backdash into Kokuryusatsu Ni46P+KP212.5%
Karura4P+K16.2%
Ni'oudaoshi3K+G into evade down16.2%
backward movement into Hiji'ate6P16.2%
crouch dash back into Raijinsatsu6K+G16.2%
crouch into Kirin33P16.2%
evade up into Hiji'ate6P16.2%
evade up into kickK16.2%
guardG into evade down16.2%
guardG into punchP16.2%
punchP into backward movement16.2%

Counted from 5 of the 10 matches played. The rest were not pulled for openings.

Vanessa

Career
44–17 · 72.1%
This season
8 matches · 87.5%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: forward movement into punchP212.5%
Defensive Style: Back Charge Kick16.2%
Defensive Style: back punch+kick+guard16.2%
Defensive Style: backward movement into Cut-in Knee Kick6K16.2%
Defensive Style: crouch dash back into Stinger Low Blow1P+K16.2%
Defensive Style: forward movement into kickK16.2%
Defensive Style: punch into Wind Elbow4P+K16.2%
Offensive Style: Bunker Buster16.2%
Offensive Style: Landing Knee Kick into Hunting Kick66KK16.2%
Offensive Style: Switch Shoulder16.2%
Offensive Style: crouch dash back into Elbow Drive2P+K16.2%
Offensive Style: crouch into Leg Bomber1K+G16.2%
Offensive Style: down-back punch+kick into Elbow Drive2P+K16.2%
Offensive Style: punch16.2%
Offensive Style: throw escape16.2%

Counted from 4 of the 8 matches played. The rest were not pulled for openings.

Sarah

Career
44–2 · 95.7%
This season
3 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Stiletto66K215.4%
backdash into Crescent Heel4K+G215.4%
Hide Side Kick (Deflect)P+K17.7%
Long Snap Side Chop3P+K17.7%
Long Snap Side Chop3P+K into guardG17.7%
backdash into Leg Slicer2K+G17.7%
crouch into Low Spin Kick3K+G17.7%
crouch into Setup Combination3PK17.7%
evade down into guardG17.7%
forward movement into punchP17.7%
guardG into throw escape17.7%

Lion

Career
9–5 · 64.3%
This season
5 matches · 80.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP220.0%
Banchu6P into Banchu Renkanshu6PP110.0%
Kouho Hachihonsui44P+K110.0%
Kousoutai2K+G into crouch110.0%
backward movement into crouch110.0%
crouch into Dantai3K110.0%
evade down into Dantai3K110.0%
guardG into Juchou Senshou8P+K110.0%
punchP into Koushu RensuiPP110.0%

Counted from 3 of the 5 matches played. The rest were not pulled for openings.

Shun

Career
5–6 · 45.5%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Getsuga Gakushu46P into Rensai Gakushu46PP110.0%
Gyou'in Haishu3P into guardG110.0%
Gyou'inshuP+K+G into Shoushi Outeki1P+K110.0%
Haisenchu1P into evade down110.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP110.0%
crouch into Gyou'in Haishu3P110.0%
crouch into Senpu Soutai3K+G110.0%
forward movement into punchP110.0%
guardG into evade up110.0%
punchP into forward dash110.0%

Wolf

Career
78–29 · 72.9%
This season
3 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K225.0%
Rolling Savate6K+G112.5%
evade up into Savate4K112.5%
forward movement into Elbow Butt4P112.5%
forward movement into punchP112.5%
punchP112.5%
punchP into Body Blow6P112.5%

Counted from 2 of the 3 matches played. The rest were not pulled for openings.

Eileen

Career
13–1 · 92.9%
This season
1 matches · 100.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enkou Tekitou1P+K into Enkou Soutekitou1P+KP125.0%
crouch into Honshin Kousoutai3K+G125.0%
forward movement into Enkou RensouPP125.0%
forward movement into punchP125.0%

Not counted here: Lau. Their matches were not pulled for openings.

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)
  • Brad: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Eileen: not tested (too few rounds)