VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

PUBROCK

  • Pai
  • Akira
  • Wolf
Career matches2,295
Career win rate49.7%
Round win rate47.6%
Peak rank26
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1404 #2,635 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

Jeffry—87544642951.0%
Wolf2654328126251.8%
Aoi—53226626650.0%
Akira2224910114840.6%
Pai2366323448.5%
Lau—30151550.0%

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

183 of 231 rounds counted

6.5 inputs a second (387 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.4385156
Wolf6.739927

By opponent's character

Aoi6.438237
Akira6.941612
Pai6.538710
Wolf6.337927
Lei Fei6.538714
Lion6.337923
Jean6.43847
Lau6.941118
Kage6.23754
Sarah5.935314
Goh6.84114
Jacky6.63965
Jeffry7.04225
Shun6.94123

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

Aoi104640.0%+1.6
Akira61516.7%-22.6
Pai61516.7%-18.9
Wolf65183.3%+46.1
Lei Fei54180.0%+42.2
Lion54180.0%+19.6
Jean4040.0%-45.0
Lau42250.0%+1.8
Kage31233.3%-19.6
Sarah31233.3%-10.1
Goh1010.0%-33.4
Jacky110100.0%+61.5
Jeffry1010.0%-70.6
Shun1010.0%-33.4

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

Half Fence105550.0%+11.1
Full Fence97277.8%+28.4
Breakable Full Fence6060.0%-39.9
Breakable Half Fence62433.3%-19.2
Single Wall64266.7%+35.5
Full Fence and Open42250.0%+5.0
Octagon4040.0%-39.9
Low Fence31233.3%-2.2
Rectangle3030.0%-40.4
Open21150.0%+7.5

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
Walls3836.8%44.1%-7.2
No walls1154.5%36.5%+18.0

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

44884 (Rank 27)2026/07/0642250.0%
ShieldHolder (Rank 28)2026/07/061010.0%
ありがとナス (Rank 26)2026/07/062020.0%
なっちゃんねる (Rank 26)2026/06/2932166.7%
CHASER (Rank 24)2026/06/29220100.0%
東京特許許可局局長 (Rank 24)2026/06/29110100.0%
Penoco (Rank 24)2026/06/29330100.0%
nekota (Rank 25)2026/06/2952340.0%
紫荆一头牛 (Rank 24)2026/06/292020.0%
코난 (Rank 24)2026/06/2921150.0%
三輪ですが@SRGM (Rank 24)2026/06/2921150.0%
ねこ吉 (Rank 23)2026/06/2721150.0%
onsennegg (Rank 21)2026/06/27220100.0%
La@Stea☆ (Rank 26)2026/06/271010.0%
sk901 (Rank 21)2026/06/24220100.0%
SouzaTheo (Rank 23)2026/06/151010.0%
え~る (Rank 26)2026/06/091010.0%
まろんた (Rank 23)2026/06/03110100.0%
しぐりこ (Rank 24)2026/05/101010.0%
GaaMANジール (Rank 24)2026/05/102020.0%
Kaz (Rank 25)2026/05/101010.0%
Shako_P (Rank 23)2026/05/102020.0%
コデリン03 (Rank 21)2026/04/25110100.0%
iideth (Rank 22)2026/04/091010.0%
mr.bag (Rank 24)2026/03/281010.0%

Round openings

Every character

backdash into evade down239.9%
backdash into evade up114.7%
Heiho Chutenshou64P into Takuten Soudou64PP83.5%
Honshin Soukyaku1K+G62.6%
Ryoushou6P+K into Renkan Maho Chuken6P+KP62.6%
guardG62.6%
Ryoushou6P+K52.2%
Shi'en Settai2K+G52.2%
backdash into throwP+G52.2%
Sensaitai2K41.7%
crouch dash forward into Souka Housui3P+K41.7%
Rimon Chouchu66P31.3%
Senchuken6P31.3%
Senchuken6P into forward dash31.3%
Souanshou3P+K31.3%

109 further openings account for the other 137 rounds.

Pai

Career
32–34 · 48.5%
This season
38 matches · 52.6%
Peak rank
23

First hit in 51.3% of 150 rounds. Won 53.2% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down148.9%
backdash into evade up95.7%
Heiho Chutenshou64P into Takuten Soudou64PP85.1%
Honshin Soukyaku1K+G63.8%
Ryoushou6P+K into Renkan Maho Chuken6P+KP63.8%
Ryoushou6P+K53.2%
Shi'en Settai2K+G53.2%
backdash into throwP+G53.2%
Sensaitai2K42.5%
Senchuken6P31.9%
Senchuken6P into forward dash31.9%
Souanshou3P+K31.9%
Souka Rensui3PP into Souka Raigekishou3PPP31.9%
backdash into crouch dash forward31.9%
evade up into crouch dash back31.9%

62 further openings account for the other 77 rounds.

Akira

Career
101–148 · 40.6%
This season
12 matches · 8.3%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down510.4%
crouch dash forward into Souka Housui3P+K48.3%
Rimon Chouchu66P36.2%
Souka Housui3P+K36.2%
Rimon Chouchu66P into forward dash24.2%
backdash into evade up24.2%
evade up into Souka Housui3P+K24.2%
guardG24.2%
Chouyoushu1P12.1%
Jouho Touken6P into backdash12.1%
Jouho Touken6P into backward movement12.1%
Kaimon Soushu3P+K+G into SoutoP+K12.1%
Sokutai3K12.1%
backdash into Jouho Senshou46P12.1%
backdash into Jouho Touken6P12.1%

18 further openings account for the other 18 rounds.

Wolf

Career
281–262 · 51.8%
This season
6 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down414.8%
forward movement into Elbow Butt4P27.4%
Arrow Knuckle3P into evade down13.7%
Arrow Knuckle3P into forward dash13.7%
Comet Hook1P into Knuckle Part1PP13.7%
Low Drop Kick62K13.7%
Quick Shoulder66P+K13.7%
Rolling Savate6K+G13.7%
Screw Hook63214P into Screw Lariat63214PP13.7%
Screw Hook63214P into evade down13.7%
backward movement into Heavy Toe Kick4K+G13.7%
backward movement into Knuckle Part1PP13.7%
backward movement into evade up13.7%
crouch dash back into Face Lift Kick3K13.7%
crouch dash back into Heavy Middle Kick3K+G13.7%

8 further openings account for the other 8 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Pai: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)