VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

mossan_opa2

  • Shun
  • Sarah
Career matches10,209
Career win rate49.1%
Round win rate49.1%
Peak rank36
Distinct opponents258
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1685 #872 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

Jeffry369,5084,6764,83249.2%
Shun3361829232647.2%
Sarah2883443953.0%

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

4,524 of 5,828 rounds counted

4.9 inputs a second (292 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry4.82883,860
Shun5.3319614
Sarah5.130550

By opponent's character

Shun4.8288637
Jacky5.0298532
Lau4.6278336
Akira5.0299473
Goh4.9294353
Kage4.9296295
Jeffry4.8291274
Jean4.8289305
Lion5.1308228
Wolf4.9293152
Lei Fei4.7284170
Vanessa4.7284154
Aoi5.231072
Sarah4.8288123
Brad4.929264
Pai5.130695
Taka4.828980
El Blaze4.929273
Eileen4.627849
Dural4.929359

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

Shun1918510644.5%+3.6
Jacky175859048.6%-2.3
Lau173769743.9%+2.3
Akira131706153.4%+0.6
Goh102505249.0%+4.0
Kage90325835.6%-10.5
Jeffry86404646.5%-4.1
Jean81453655.6%+6.6
Lion67264138.8%-7.9
Wolf58292950.0%-3.5
Lei Fei51292256.9%+5.7
Vanessa40152537.5%-11.3
Aoi36171947.2%-3.9
Sarah32171553.1%+1.8
Brad27151255.6%+8.1
Pai25131252.0%+2.4
Taka2081240.0%-2.5
El Blaze1812666.7%+6.3
Eileen179852.9%+4.4
Dural169756.2%+11.3

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Rectangle172878550.6%+3.7
Octagon162748845.7%-0.6
Full Fence158807850.6%+2.0
Open156659141.7%-7.5
Low Fence143697448.2%+0.3
Single Wall140726851.4%+5.3
Breakable Full Fence133646948.1%-1.7
Half Fence117516643.6%-2.8
Breakable Half Fence113506344.2%-2.6
Full Fence and Open63362757.1%+9.9

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
Walls85547.5%47.5%-0.0
No walls43946.9%47.7%-0.8

Walls against open: +0.7 points (95% range -5.1 to +6.6), p 0.803 — 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

타우끼/taukee (Rank 35)2026/10/1739201951.3%
VF12360-PC (Rank 38)2026/10/1331121938.7%
ふぇに (Rank 35)2026/10/03127558.3%
鳩男 (Rank 30)2026/09/25127558.3%
PuzzG/ぱず爺 (Rank 36)2026/09/24127487937.8%
ヘニオ (Rank 33)2026/09/242091145.0%
アセスルファムK (Rank 31)2026/09/1456223439.3%
あぽろん (Rank 37)2026/09/13157846.7%
しゆう@1974 (Rank 36)2026/09/1228131546.4%
ふかふか (Rank 37)2026/09/122581732.0%
ゲッパー (Rank 34)2026/09/11157846.7%
zakisan (Rank 37)2026/08/303392427.3%
マンジャロ打ちたい (Rank 34)2026/08/29147750.0%
フェイス (Rank 35)2026/08/22127558.3%
gans.sk602 (Rank 32)2026/08/19135838.5%
BONZE_ADVENTURE (Rank 35)2026/08/18116554.5%
NORESPECT (Rank 36)2026/08/18116554.5%
nanami.madogiwa (Rank 34)2026/08/1722121054.5%
けいすけ新宿 (Rank 32)2026/08/1723101343.5%
イイクルーン (Rank 37)2026/08/0350242648.0%
会長さん (Rank 34)2026/07/312417770.8%
interceptor (Rank 36)2026/06/30169756.2%
らうらう (Rank 36)2026/06/291611568.8%
lapislazuli (Rank 36)2026/06/191912763.2%
MikuMartineau (Rank 32)2026/05/272417770.8%

Round openings

Every character

guardG77813.9%
guardG into evade up3396.1%
guardG into evade down2654.8%
crouch into Low Knuckle2P2514.5%
guardG into punchP2193.9%
guardG into Toe Kick2K1933.5%
crouch into Tsunami Beat3K+G1773.2%
evade down into guardG1202.1%
Knee Push4K into Knee Push Wild Hook4KP1142.0%
guardG into Tsunami Beat3K+G1122.0%
evade up into guardG991.8%
guardG into throwP+G971.7%
guardG into Middle Hell Stab6P+K881.6%
guardG into crouch831.5%
guardG into throw escape831.5%

385 further openings account for the other 2,566 rounds.

Counted from 1,374 of the 1,436 matches played. The rest were not pulled for openings.

Jeffry

Career
4,676–4,832 · 49.2%
This season
1,270 matches · 47.5%
Peak rank
36

First hit in 49.7% of 4,923 rounds. Won 52.7% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 75.3% of rounds, against 66.3% in their other rounds.
  • Against Shun: evades first in 20.8% of rounds, against 9.6% against everyone else.
  • On Rectangle stages: attacks straight away in 18.6% of rounds, against 13.3% on the other stages.
  • After opening the round before by waiting: waits first in 68.1% of rounds, against 62.2% after anything else.
  • After winning a round: attacks straight away in 16.8% of rounds, against 10.4% after losing one.
  • When ahead: attacks straight away in 17.3% of rounds, against 11.6% when level or behind.
  • In round 4 or later: opens with “crouch into 2P Low Knuckle” in 7.3% of rounds, against 4.3% in their other rounds.
  • Against Shun: opens with “G guard into evade down” in 11.7% of rounds, against 3.6% against everyone else.
  • On Rectangle stages: opens with “crouch into 2P Low Knuckle” in 8.5% of rounds, against 4.6% on the other stages.
  • After opening the round before with “G guard into evade down”: opens with “G guard into evade down” in 14.8% of rounds, against 4.8% after anything else.
  • After winning a round: opens with “crouch into 2P Low Knuckle” in 7.8% of rounds, against 4.4% after losing one.
  • When ahead: opens with “crouch into 2P Low Knuckle” in 7.1% of rounds, against 4.8% when level or behind.
  • Against a Shun on no drinks: opens with “G guard into evade down” in 17.9% of rounds, against 0.0% against a Shun on other counts.

How is this tested?

guardG70614.3%
guardG into evade up3006.1%
crouch into Low Knuckle2P2515.1%
guardG into evade down2364.8%
guardG into punchP1964.0%
guardG into Toe Kick2K1933.9%
crouch into Tsunami Beat3K+G1773.6%
Knee Push4K into Knee Push Wild Hook4KP1142.3%
guardG into Tsunami Beat3K+G1122.3%
evade down into guardG1102.2%
evade up into guardG911.8%
guardG into Middle Hell Stab6P+K881.8%
guardG into kickK761.5%
guardG into throw escape761.5%
guardG into Double KnucklePP751.5%

263 further openings account for the other 2,144 rounds.

Counted from 1,214 of the 1,270 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun52–72 · 42%21–25 · 46%too few to test
Lau46–43 · 52%19–34 · 36%+12.7
Jacky38–49 · 44%17–19 · 47%-7.1
Akira29–26 · 53%19–10 · 66%too few to test
Goh25–21 · 54%12–13 · 48%too few to test
Kage15–32 · 32%6–14 · 30%too few to test
Jean24–13 · 65%11–16 · 41%too few to test
Jeffry26–27 · 49%7–6 · 54%too few to test
Wolf14–20 · 41%8–9 · 47%too few to test
Lion9–17 · 35%6–14 · 30%too few to test
Lei Fei13–5 · 72%6–9 · 40%too few to test
Vanessa10–13 · 43%3–7 · 30%too few to test
Aoi15–12 · 56%0–4 · 0%too few to test
Sarah9–8 · 53%2–2 · 50%too few to test
Brad5–7 · 42%7–2 · 78%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

56 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Shun

Career
292–326 · 47.2%
This season
153 matches · 48.4%
Peak rank
33

First hit in 50.4% of 585 rounds. Won 52.5% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • Against Jacky: attacks straight away in 20.0% of rounds, against 11.7% against everyone else.
  • After the opponent opened the round before by attacking: evades first in 13.5% of rounds, against 8.0% after anything else.
  • After winning a round: backs off first in 14.2% of rounds, against 2.7% after losing one.

How is this tested?

guardG6611.2%
crouch into Haisenchu1P559.3%
guardG into evade up366.1%
guardG into evade down284.8%
guardG into throwP+G244.1%
guardG into Gyou'in Haishu3P233.9%
guardG into punchP223.7%
guardG into Chubu Soutenkyaku66K213.6%
guardG into crouch152.5%
evade up into Chubu Soutenkyaku66K122.0%
Haisenchu1P101.7%
guardG into Haisenchu1P101.7%
guardG into Kasen Chugeki6P101.7%
backward movement into Kasen Zenbokushou6PP81.4%
evade down into guardG81.4%

117 further openings account for the other 241 rounds.

Counted from 147 of the 153 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky14–12 · 54%2–1 · 67%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.

6 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Sarah

Career
44–39 · 53.0%
This season
13 matches · 38.5%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG612.0%
Hide Side Kick (Deflect)P+K48.0%
Long Snap Side Chop3P+K48.0%
Sharpsword44K into Sharpsword Combo44KK36.0%
guardG into Valkyrie Low1K+G36.0%
guardG into evade up36.0%
Valkyrie Low1K+G into Valkyrie Sword1K+GK24.0%
evade down into guardG24.0%
evade up into Rising Elbow6P24.0%
guardG into Hide Side Kick (Deflect)P+K24.0%
guardG into Long Snap Side Chop3P+K24.0%
Sharpsword44K12.0%
Snap Side Chop3P into Setup Combination3PK12.0%
Squat Straight2P12.0%
backdash into Serpent Smash Cannon2P+KK12.0%

13 further openings account for the other 13 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 (35 here; about 1.8 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: 13 of 18 tests hold up
  • Shun: 3 of 17 tests hold up
  • Sarah: not tested (too few rounds)