VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

kuo9960

  • Kage
  • El Blaze
  • Goh
  • Jacky
  • Eileen
  • Taka
Career matches449
Career win rate69.9%
Round win rate57.6%
Peak rank32
Distinct opponents51
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1409 #2,605 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

Jeffry322181724678.9%
Kage2679512864.6%
Eileen2671343747.9%
El Blaze2739241561.5%
Jacky212722581.5%
Goh26139469.2%
Taka26220100.0%

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

439 of 439 rounds counted

6.2 inputs a second (372 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.1364225
Kage6.035891
El Blaze6.538738
Goh6.840835
Jacky6.639526
Eileen6.740221
Taka6.63943

By opponent's character

Aoi6.337872
Akira6.136665
Pai6.539359
Jacky5.734433
Jean6.237427
Shun6.237127
Taka5.734026
Jeffry6.538926
Sarah6.438422
Kage6.338119
Lau6.639419
Vanessa6.035916
Eileen5.030010
El Blaze6.63948
Goh6.63955
Lion6.03605

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

Aoi1812666.7%-7.9
Akira1512380.0%+14.1
Pai147750.0%-21.6
Jacky98188.9%+37.7
Jean83537.5%-26.5
Shun76185.7%+39.7
Taka76185.7%+31.2
Jeffry61516.7%-58.1
Sarah6060.0%-60.6
Kage54180.0%+17.6
Lau54180.0%+11.7
Vanessa440100.0%+34.0
Eileen2020.0%-73.3
El Blaze220100.0%+44.8
Goh110100.0%+48.1
Lion110100.0%+31.2

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

Octagon1712570.6%+16.0
Breakable Full Fence147750.0%-22.2
Open136746.1%-24.3
Half Fence117463.6%-1.8
Low Fence118372.7%+6.4
Full Fence108280.0%+13.7
Full Fence and Open96366.7%+1.1
Breakable Half Fence73442.9%-16.0
Rectangle74357.1%-7.6
Single Wall550100.0%+42.1

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
Walls6662.1%63.5%-1.4
No walls2965.5%66.0%-0.5

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

jackgnhang (Rank 25)2026/10/182020.0%
gimoring (Rank 27)2026/10/182020.0%
asteroid-belt777 (Rank 23)2026/10/1832166.7%
*******ing (Rank 24)2026/10/1832166.7%
머즐통통 (Rank 26)2026/10/1852340.0%
滝太郎(Takitarou) (Rank 30)2026/10/1854180.0%
nanami.madogiwa (Rank 32)2026/10/14330100.0%
Bird-Tat (Rank 32)2026/10/14220100.0%
(˘д˘)ʃStranger (Rank 34)2026/10/142020.0%
moomoolien (Rank 23)2026/10/1121150.0%
HavocWingPLZG (Rank 24)2026/10/1141325.0%
r1s1d8 (Rank 27)2026/10/112020.0%
Leejang (Rank 25)2026/10/0975271.4%
要你命3000 (Rank 25)2026/10/0953260.0%
anachan194@YouTube (Rank 24)2026/10/08220100.0%
委員ちょ (Rank 21)2026/10/08220100.0%
Martin1833 (Rank 25)2026/09/3032166.7%
dalmax72 (Rank 21)2026/09/2732166.7%
pallmtree (Rank 29)2026/09/1821150.0%
yasai (Rank 23)2026/09/15220100.0%
GiantKiller1192 (Rank 18)2026/09/1453260.0%
你是来拉屎的吗 (Rank 17)2026/09/14220100.0%
Momomia (Rank 28)2026/09/14220100.0%
エリオ (Rank 11)2026/09/1484450.0%
MonzMont (Rank 11)2026/09/14220100.0%

Round openings

Every character

guardG2814.5%
backdash into evade up126.2%
crouch dash back into guardG115.7%
evade up into forward dash94.7%
punchP84.2%
crouch into Low Knuckle2P73.6%
guardG into throw escape73.6%
evade down into forward dash52.6%
backdash into Double KnucklePP31.6%
backdash into Side Kick3K31.6%
backdash into guardG31.6%
backward movement into evade up31.6%
evade up into Full Swing Upper33P31.6%
throw escape31.6%
Beat KnuckleP+K into Beat & Back KnuckleP+KP21.0%

76 further openings account for the other 86 rounds.

Counted from 49 of the 72 matches played. The rest were not pulled for openings.

Jeffry

Career
172–46 · 78.9%
This season
57 matches · 73.7%
Peak rank
32

First hit in 52.5% of 158 rounds. Won 63.9% of the rounds they struck first, 64.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG2213.9%
backdash into evade up127.6%
crouch dash back into guardG95.7%
evade up into forward dash85.1%
crouch into Low Knuckle2P74.4%
guardG into throw escape74.4%
punchP63.8%
evade down into forward dash53.2%
backdash into Double KnucklePP31.9%
backdash into Side Kick3K31.9%
evade up into Full Swing Upper33P31.9%
throw escape31.9%
Hell Dunk Elbow2P+K21.3%
Low Knuckle2P into crouch21.3%
backdash into guardG21.3%

58 further openings account for the other 64 rounds.

Counted from 40 of the 57 matches played. The rest were not pulled for openings.

Jacky

Career
22–5 · 81.5%
This season
7 matches · 71.4%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG519.2%
Beat KnuckleP+K into Beat & Back KnuckleP+KP27.7%
punchP27.7%
punchP into Jab StraightPP27.7%
High Angle Upper Kick6K13.9%
Slant Back Knuckle1P into Rage Kick1PK13.9%
backdash into High Angle Upper Kick6K13.9%
backdash into Rage Kick1PK13.9%
backdash into Spin Kick Combination3KPK13.9%
backdash into guardG13.9%
backward movement into evade up13.9%
crouch dash back into guardG13.9%
crouch dash forward into guardG13.9%
crouch into Middle Kick3K13.9%
forward dash into Middle Kick3K13.9%

4 further openings account for the other 4 rounds.

Goh

Career
9–4 · 69.2%
This season
8 matches · 75.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soukyu46P222.2%
backward movement into Hiji'ate6P111.1%
backward movement into Tsukikage6K111.1%
crouch dash back into evade down111.1%
crouch dash back into guardG111.1%
evade down into guardG111.1%
evade up into forward dash111.1%
guardG111.1%

Counted from 2 of the 8 matches played. The rest were not pulled for openings.

Not counted here: Eileen, El Blaze, Kage, Taka. 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)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)