VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

rr_swag01

  • Taka
  • Akira
  • Jean
  • Goh
  • Kage
Career matches1,369
Career win rate46.7%
Round win rate44.6%
Peak rank27
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1195 #3,445 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

Jeffry2769133635548.6%
Akira2128512516043.9%
Taka2426513313250.2%
Goh2168274139.7%
Jean2149183136.7%
Kage21110110.0%

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

1,097 of 1,098 rounds counted

5.6 inputs a second (335 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.3318584
Taka5.8350213
Akira6.6396158
Jean5.130959
Goh5.633853
Kage4.828830

By opponent's character

Akira5.6337263
Aoi5.834694
Jacky6.035981
Jeffry5.030185
Goh5.432775
Sarah5.835166
El Blaze5.532859
Shun5.734463
Kage6.035945
Wolf5.734046
Jean5.331837
Pai5.030339
Taka5.029932
Lei Fei6.036028
Brad5.331723
Lion5.834520
Eileen6.136415
Lau5.231414
Vanessa6.136812

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

Akira62283445.2%-0.7
Aoi2561924.0%-9.8
Jacky2171433.3%-5.9
Jeffry2191242.9%-5.2
Goh1981142.1%+3.8
Sarah1751229.4%-11.0
El Blaze158753.3%+4.1
Shun1510566.7%+18.5
Kage115645.5%+10.8
Wolf115645.5%+12.9
Jean101910.0%-22.3
Pai102820.0%-19.5
Taka84450.0%+11.4
Lei Fei74357.1%+23.7
Brad53260.0%+12.4
Lion53260.0%+18.9
Eileen4040.0%-31.5
Lau330100.0%+47.3
Vanessa31233.3%-1.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Half Fence34171750.0%+7.9
Low Fence30102033.3%-3.2
Octagon29111837.9%-9.7
Single Wall29101934.5%-3.7
Full Fence2681830.8%-12.9
Breakable Half Fence25121348.0%+6.4
Rectangle25141156.0%+16.6
Breakable Full Fence24141058.3%+15.2
Open24111345.8%+1.9
Full Fence and Open1321115.4%-18.6

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16346.6%43.4%+3.3
No walls8337.3%39.1%-1.7

Walls against open: +5.0 points (95% range -8.3 to +18.3), p 0.464 — 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

亀 (Rank 24)2026/10/044040.0%
도룡밖에난몰라/RSA (Rank 21)2026/10/0364266.7%
김멋있다 (Rank 21)2026/10/035050.0%
yujiberra (Rank 22)2026/10/0362433.3%
豆次郎 (Rank 24)2026/09/2852340.0%
みらめたる (Rank 21)2026/09/28440100.0%
サーちゃん (Rank 21)2026/09/274040.0%
Sinabro (Rank 30)2026/09/2731233.3%
AiokometeZ (Rank 22)2026/09/1543175.0%
スタンプジャンパー (Rank 21)2026/09/15440100.0%
フルメタル (Rank 26)2026/09/1432166.7%
CELIS (Rank 28)2026/09/1382625.0%
qzmix (Rank 23)2026/09/1243175.0%
jackgnhang (Rank 27)2026/09/0663350.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/09/0651420.0%
トローリロートル (Rank 25)2026/09/04440100.0%
gimoring (Rank 26)2026/08/3031233.3%
headup11 (Rank 23)2026/08/0262433.3%
swhy2008 (Rank 11)2026/07/0593633.3%
VirtuaLi-on (Rank 22)2026/07/0371614.3%
こて (Rank 26)2026/06/2032166.7%
CHASER (Rank 23)2026/06/2043175.0%
こう (Rank 24)2026/06/1662433.3%
a39611619 (Rank 21)2026/06/1576185.7%
Shako_P (Rank 22)2026/06/1431233.3%

Round openings

Every character

Elbow Butt6P988.9%
Middle Hell Stab6P+K413.7%
Sunlit Body Upper3P+K363.3%
Hammer Slide1P into Grizzly Hammer1PP322.9%
evade up312.8%
Dash Elbow66P into Dash Elbow Upper66PP302.7%
Ducking Low2K+G252.3%
punchP222.0%
Hiji'ate161.5%
Kumoyaburi4P+K into Ten'yaburi4P+KP151.4%
forward dash into Jouho Touken6P151.4%
Mukae Shiko2K+G141.3%
Rimon Chouchu66P141.3%
Tsuyubarai2P+K into Tsuyubarai 22P+KP131.2%
guardG121.1%

337 further openings account for the other 684 rounds.

Jeffry

Career
336–355 · 48.6%
This season
140 matches · 43.6%
Peak rank
27

First hit in 50.3% of 583 rounds. Won 48.1% of the rounds they struck first, 44.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Elbow Butt6P9816.8%
Middle Hell Stab6P+K417.0%
Sunlit Body Upper3P+K366.2%
Hammer Slide1P into Grizzly Hammer1PP325.5%
Dash Elbow66P into Dash Elbow Upper66PP305.1%
Ducking Low2K+G254.3%
evade up203.4%
Body CrushP+K101.7%
Sunlit Body Upper3P+K into guardG101.7%
punchP101.7%
Knee Attack6K91.5%
backdash into Heel Drop6K+G91.5%
Torpedo Head Butt4P+K81.4%
backdash into Tsunami Beat3K+G81.4%
guardG71.2%

118 further openings account for the other 232 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira11–11 · 50%3–5 · 38%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?

Taka

Career
133–132 · 50.2%
This season
54 matches · 63.0%
Peak rank
24

First hit in 44.6% of 213 rounds. Won 63.2% of the rounds they struck first, 53.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumoyaburi4P+K into Ten'yaburi4P+KP157.0%
Hiji'ate6P146.6%
Mukae Shiko2K+G146.6%
Tsuyubarai2P+K into Tsuyubarai 22P+KP136.1%
Mageryu46P115.2%
Kachi'age33P+K94.2%
evade up83.8%
punchP83.8%
evade up into Aka'oni MidaremageP+K73.3%
forward dash into Hiji'ate6P73.3%
Aka'oni MidaremageP+K62.8%
Morotezuki66P into Morote Tsuppari66PP52.4%
Zangeki33P52.4%
evade down into Aka'oni MidaremageP+K41.9%
Nakageri3K31.4%

65 further openings account for the other 84 rounds.

Akira

Career
125–160 · 43.9%
This season
41 matches · 24.4%
Peak rank
21

First hit in 47.5% of 158 rounds. Won 38.7% of the rounds they struck first, 30.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Jouho Touken6P159.5%
Rimon Chouchu66P148.9%
Jouho Senshou46P85.1%
forward dash into Rimon Chouchu66P85.1%
Chouzan Housui46P+K42.5%
Jouho Touken6P42.5%
ZanshuK+G into Youshi SaikenK+GP42.5%
crouch dash back into Jouho Touken6P42.5%
evade up into Jouho Senshou46P42.5%
evade up into backward movement42.5%
forward dash into guardG42.5%
Rimon Chouchu66P into Jouho Touken6P31.9%
Souka Housui3P+K31.9%
kickK31.9%
Rimon Chouchu66P into forward dash21.3%

64 further openings account for the other 74 rounds.

Jean

Career
18–31 · 36.7%
This season
16 matches · 18.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P711.9%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK610.2%
Yoko'enpi6P58.5%
Agezuki3P+K46.8%
Kake'uchi46P into Kake'uchi~Maekeri'age46PK23.4%
Matoi'uke (Deflect)2P+K+G23.4%
Matoi'uke (Deflect)2P+K+G into KagizukiPPP23.4%
Renge Karitsumi2K+G23.4%
evade up into Agezuki3P+K23.4%
forward dash into Yoko'enpi6P23.4%
Agezuki3P+K into guardG11.7%
Harai'uke (Deflect)4P+K+G into KounirenPP11.7%
Kake'uchi46P11.7%
Koubougeri6K+G11.7%
Nukitesashi6P+K11.7%

20 further openings account for the other 20 rounds.

Goh

Career
27–41 · 39.7%
This season
13 matches · 30.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Raikou3P into Denkou3PP47.5%
Tsukikage6K47.5%
forward dash into throwP+G35.7%
Haraigeri2K+G23.8%
Hiji'ate6P23.8%
Jibishou3P+K23.8%
Jibishou3P+K into guardG23.8%
Ni'oudaoshi3K+G23.8%
backdash into Karura4P+K23.8%
kickK23.8%
Hoderi4P11.9%
KiribaraiK+G11.9%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP11.9%
Kumite Harai (Deflect)4P+K+G11.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G11.9%

23 further openings account for the other 23 rounds.

Kage

Career
0–11 · 0.0%
This season
8 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P413.3%
Jibashiri1K310.0%
crouch dash forward into Fusenjin3P310.0%
backdash into Fujinkyaku46K+G26.7%
Doukudaki46K13.3%
Fusen Renkyaku6K+G13.3%
Fusenjin3P13.3%
Gen'you4K+G13.3%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP13.3%
Hagaryu66K+G into Furikakato OtoshiK+G13.3%
Kage Yaiba623P+K into Naraku Otoshi623P+KK13.3%
Kodachinuki4K13.3%
Rasen4P13.3%
Senpujin2P+K13.3%
Surigeri2K13.3%

7 further openings account for the other 7 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 (15 here; about 0.8 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: 0 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Kage: not tested (too few rounds)