VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

ひざくん☆中能登VF部

  • Lion
  • Akira
  • Taka
  • Goh
Career matches5,993
Career win rate53.4%
Round win rate49.4%
Peak rank35
Distinct opponents440
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1609 #1,296 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

Jeffry352,1671,1531,01453.2%
Taka341,56183972253.8%
Akira3087844143750.2%
Goh3273741831956.7%
Lion3365035129954.0%

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

3,154 of 5,032 rounds counted

6.3 inputs a second (379 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.03571,506
Lion6.84051,061
Akira6.6395289
Taka6.6397156
Goh6.1368142

By opponent's character

Akira6.5388395
Jacky6.1364280
Wolf6.8407228
Jean6.2375207
Jeffry6.4384241
Goh6.4385204
Kage6.0361158
Pai6.4384202
Lau6.2374166
Sarah6.4386209
Aoi6.3381153
El Blaze6.438288
Lei Fei5.633672
Brad6.1366119
Vanessa6.4381103
Shun6.337893
Lion6.0360111
Eileen6.438154
Taka6.438137
Dural6.840934

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

Akira150797152.7%+1.6
Jacky110535748.2%+0.8
Wolf104535151.0%+0.4
Jean86315536.0%-13.5
Jeffry80413951.2%-1.7
Goh78463259.0%+10.9
Kage77393850.6%+2.1
Pai77413653.2%+2.2
Lau62313150.0%-1.0
Sarah60303050.0%+2.5
Aoi52203238.5%-5.5
El Blaze48192939.6%-8.0
Lei Fei45172837.8%-8.4
Brad43241955.8%+7.8
Vanessa42251759.5%+12.1
Shun39192048.7%-1.0
Lion35171848.6%+2.6
Eileen27131448.1%+0.6
Taka124833.3%-12.9
Dural115645.5%-2.9

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Rectangle145677846.2%-3.1
Half Fence143697448.2%+0.3
Breakable Full Fence123586547.1%-3.5
Single Wall123636051.2%+2.3
Low Fence120625851.7%+2.2
Breakable Half Fence118586049.1%+0.8
Octagon115595651.3%+2.4
Full Fence112545848.2%-0.9
Open111634856.8%+7.6
Full Fence and Open62303248.4%+0.5

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
Walls75648.3%49.0%-0.7
No walls35453.1%49.5%+3.6

Walls against open: -4.2 points (95% range -10.7 to +2.2), p 0.198 — 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

ぁ     やごろ (Rank 37)2026/10/1275271.4%
フルレバ (Rank 36)2026/10/121641225.0%
Bird-Tat (Rank 33)2026/10/1284450.0%
kagemaru1 (Rank 33)2026/10/1292722.2%
エリオ (Rank 38)2026/10/1273442.9%
ボブソン (Rank 35)2026/10/11105550.0%
temp002 (Rank 30)2026/10/0672528.6%
タカユキお兄ちゃん/takayuki_vf (Rank 35)2026/10/0574357.1%
B軍団 (Rank 36)2026/10/05110110.0%
へっぽこラウ (Rank 34)2026/09/0995455.6%
kbs (Rank 32)2026/08/31128466.7%
calmknight[냠냠] (Rank 31)2026/08/3194544.4%
ふぇに (Rank 33)2026/08/19137653.9%
chileung18 (Rank 31)2026/07/27128466.7%
kiyohara-j (Rank 34)2026/07/27124833.3%
hsat0310 (Rank 35)2026/07/27115645.5%
tamaneen (Rank 33)2026/07/27104640.0%
さいたま梅澤/T.Umezawa (Rank 29)2026/06/28113827.3%
ルビーロマン葵 (Rank 27)2026/06/08115645.5%
MikuMartineau (Rank 31)2026/06/0386275.0%
LEO (Rank 33)2026/05/2892722.2%
anija193 (Rank 29)2026/05/1882625.0%
fixed-star_61 (Rank 30)2026/05/1095455.6%
ぼっさん (Rank 32)2026/05/1071614.3%
RYO (Rank 34)2026/05/061410471.4%

Round openings

Every character

Ducking Low2K+G2024.5%
evade down into guardG1894.2%
forward movement into punchP1473.2%
evade up into crouch dash forward1162.6%
guardG into evade down1162.6%
crouch dash forward into guardG741.6%
evade up into punchP741.6%
backward movement into guardG681.5%
evade up into crouch dash back671.5%
backdash into Double Hammer Down43P621.4%
Juchou Senshou8P+K611.4%
Tsunami Beat3K+G601.3%
kickK591.3%
crouch into Shicchi Soutai3K+G521.1%
backdash into Karura4P+K481.1%

795 further openings account for the other 3,122 rounds.

Counted from 1,109 of the 1,238 matches played. The rest were not pulled for openings.

Jeffry

Career
1,153–1,014 · 53.2%
This season
618 matches · 48.4%
Peak rank
35

First hit in 50.1% of 2,080 rounds. Won 52.8% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 24.1% of rounds, against 17.6% in their other rounds.
  • Against Sarah: backs off first in 43.2% of rounds, against 18.4% against everyone else.
  • On Rectangle stages: moves in first in 24.9% of rounds, against 11.6% on the other stages.
  • After opening the round before by moving in: moves in first in 20.8% of rounds, against 11.8% after anything else.
  • After winning a round: backs off first in 30.5% of rounds, against 9.9% after losing one.
  • When ahead: backs off first in 26.7% of rounds, against 12.5% when level or behind.
  • In round 1: opens with “2K+G Ducking Low” in 14.3% of rounds, against 8.2% in their other rounds.
  • Against Vanessa: opens with “forward movement into P punch” in 11.9% of rounds, against 2.5% against everyone else.
  • After losing a round: opens with “evade down into G guard” in 10.3% of rounds, against 1.3% after winning one.
  • When behind: opens with “evade down into G guard” in 9.7% of rounds, against 3.6% when ahead or level.

How is this tested?

Ducking Low2K+G2029.7%
evade down into guardG1135.4%
backdash into Double Hammer Down43P623.0%
Tsunami Beat3K+G602.9%
forward movement into punchP602.9%
guardG into evade down562.7%
evade up into crouch dash forward542.6%
backdash into Overblow Shoulder66P+K452.1%
backward movement into guardG452.1%
Low Knuckle2P371.8%
crouch dash forward into guardG361.7%
evade up into crouch dash back361.7%
Overblow Shoulder66P+K321.5%
forward movement into guardG311.5%
evade up into evade down301.4%

299 further openings account for the other 1,192 rounds.

Counted from 511 of the 618 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
Akira15–16 · 48%11–10 · 52%too few to test
Jean13–24 · 35%6–7 · 46%too few to test
Jacky16–18 · 47%3–6 · 33%too few to test
Kage12–7 · 63%6–6 · 50%too few to test
Lau8–11 · 42%9–3 · 75%too few to test
Wolf9–8 · 53%6–9 · 40%too few to test
Pai13–7 · 65%3–2 · 60%too few to test
Goh10–10 · 50%5–1 · 83%too few to test
Jeffry8–6 · 57%7–4 · 64%too few to test
Lei Fei7–10 · 41%1–4 · 20%too few to test
Shun8–5 · 62%4–4 · 50%too few to test
El Blaze2–6 · 25%6–4 · 60%too few to test
Vanessa6–8 · 43%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.

107 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?

Lion

Career
351–299 · 54.0%
This season
281 matches · 52.0%
Peak rank
33

First hit in 52.2% of 1,052 rounds. Won 53.7% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 58.6% of rounds, against 40.7% against everyone else.
  • After losing a round: waits first in 20.3% of rounds, against 11.2% after winning one.
  • When ahead: backs off first in 8.9% of rounds, against 4.4% when level or behind.
  • Against Jeffry: opens with “8P+K Juchou Senshou” in 21.2% of rounds, against 4.1% against everyone else.

How is this tested?

Juchou Senshou8P+K615.7%
crouch into Shicchi Soutai3K+G524.9%
forward movement into punchP524.9%
Banchu6P into Banchu Renkanshu6PP464.3%
Kousoutai2K+G252.4%
Shicchi Soutai3K+G222.1%
Taizan Soukoushu4P+K212.0%
evade up into crouch dash forward212.0%
forward movement into Koushu RensuiPP201.9%
forward movement into Rensui SoushuPPP+K201.9%
backdash into Sentai4K191.8%
evade down into guardG191.8%
guardG into evade down191.8%
crouch into Kousoutai2K+G181.7%
evade up into guardG171.6%

231 further openings account for the other 632 rounds.

Counted from 259 of the 281 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–7 · 59%7–2 · 78%too few to test
Wolf6–9 · 40%5–4 · 56%too few to test
Jacky12–6 · 67%1–4 · 20%too few to test
Jeffry9–5 · 64%2–3 · 40%too few to test
Goh10–5 · 67%4–0 · 100%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.

22 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?

Akira

Career
441–437 · 50.2%
This season
123 matches · 42.3%
Peak rank
30

First hit in 51.3% of 505 rounds. Won 49.0% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 25.4% of rounds, against 11.6% against everyone else.
  • After losing a round: evades first in 41.8% of rounds, against 14.3% after winning one.

How is this tested?

Rimon Chouchu66P214.1%
evade up into crouch dash forward214.1%
Goko Shutsudou3K+GP into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K163.1%
Souka Housui3P+K163.1%
crouch dash back into guardG163.1%
evade down into Jouho Touken6P163.1%
evade down into forward dash132.5%
evade down into guardG132.5%
evade up into punchP122.4%
evade down into Rimon Chouchu66P112.2%
crouch dash forward into guardG102.0%
guardG into evade up102.0%
throw escape102.0%
Souka Housui3P+K into guardG91.8%
backdash into Souka Housui3P+K91.8%

155 further openings account for the other 307 rounds.

Taka

Career
839–722 · 53.8%
This season
113 matches · 52.2%
Peak rank
34

First hit in 51.9% of 447 rounds. Won 49.6% of the rounds they struck first, 53.0% of the rounds they were struck first.

Significant Tells

  • After winning a round: backs off first in 11.2% of rounds, against 0.6% after losing one.

How is this tested?

kickK4910.8%
forward movement into punchP276.0%
evade down into guardG194.2%
guardG into evade down194.2%
Shita Harite2P173.8%
crouch dash forward into guardG173.8%
evade up into crouch dash forward163.5%
evade up into punchP163.5%
Hiji'ate6P102.2%
forward movement into Tsuppari 2PP102.2%
evade up into crouch dash back92.0%
Morotezuki66P into Morote Tsuppari66PP61.3%
crouch into Kachi'age33P+K61.3%
evade down into punchP61.3%
evade up into Shita Harite2P61.3%

116 further openings account for the other 219 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–5 · 67%4–1 · 80%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?

Goh

Career
418–319 · 56.7%
This season
103 matches · 49.5%
Peak rank
32

First hit in 52.8% of 396 rounds. Won 52.1% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: backs off first in 41.7% of rounds, against 22.4% after anything else.
  • After winning a round: backs off first in 43.4% of rounds, against 15.1% after losing one.
  • When ahead: backs off first in 40.2% of rounds, against 14.4% when behind.
  • After losing a round: opens with “evade down into G guard” in 13.8% of rounds, against 0.7% after winning one.

How is this tested?

backdash into Karura4P+K4812.0%
evade down into guardG256.2%
backward movement into guardG164.0%
guardG into evade down133.2%
Tsukikage6K92.2%
crouch into Batousatsu3KP92.2%
Garyu66K82.0%
evade down into throw escape82.0%
forward movement into evade down82.0%
Ni'oudaoshi3K+G71.8%
backdash into Kyousengeri46K71.8%
guardG into throw escape71.8%
forward movement into guardG61.5%
forward movement into punchP61.5%
guardG61.5%

120 further openings account for the other 217 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 (71 here; about 3.6 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: 10 of 16 tests hold up
  • Lion: 4 of 15 tests hold up
  • Akira: 2 of 11 tests hold up
  • Taka: 1 of 15 tests hold up
  • Goh: 4 of 14 tests hold up