VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

muumuu

  • Vanessa
Career matches11,925
Career win rate50.9%
Round win rate51.7%
Peak rank40
Distinct opponents325
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1831 #289 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

Jeffry4010,8935,4965,39750.5%
Vanessa331,03257445855.6%

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

2,677 of 6,042 rounds counted

6.3 inputs a second (380 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.33792,616
Vanessa6.639861

By opponent's character

Akira6.5388269
Brad6.2369296
Shun6.3376308
Jacky6.6396208
Lau6.5387285
Kage6.3376194
Lion6.5388206
Vanessa6.136383
Sarah6.338073
Goh6.4383128
Jean6.338062
El Blaze6.338098
Pai6.539299
Jeffry6.337660
Lei Fei5.834745
Aoi6.337794
Wolf6.237364
Eileen6.237355
Taka5.935647
Dural6.33793

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

Akira2001227861.0%+12.2
Brad132686451.5%-4.6
Shun131725955.0%-0.5
Jacky124685654.8%+2.0
Lau100396139.0%-13.9
Kage91415045.0%-6.9
Lion91434847.2%-7.9
Vanessa67363153.7%+0.5
Sarah64422265.6%+10.0
Goh59273245.8%-7.3
Jean59352459.3%+6.5
El Blaze55302554.5%-2.4
Pai53292454.7%+4.2
Jeffry51282354.9%-4.8
Lei Fei49242549.0%-1.2
Aoi44212347.7%-2.4
Wolf42251759.5%+10.7
Eileen32191359.4%+3.8
Taka28161257.1%+4.2
Dural136746.1%-10.9

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 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

Rectangle161976460.2%+5.0
Breakable Full Fence160827851.2%-3.7
Breakable Half Fence159807950.3%-3.9
Open153797451.6%-0.5
Low Fence152767650.0%-1.7
Single Wall142707249.3%-2.3
Octagon134736154.5%+0.5
Full Fence121705157.9%+5.8
Half Fence120596149.2%-4.7
Full Fence and Open85523361.2%+7.5

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
Walls85553.9%54.1%-0.2
No walls44750.3%51.7%-1.4

Walls against open: +1.1 points (95% range -4.7 to +7.0), p 0.702 — 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

cyomiko (Rank 41)2026/06/27135838.5%
mudanadoryokuzki (Rank 38)2026/06/2625121348.0%
nidaimebannai (Rank 36)2026/06/201110190.9%
jikacho-Gigas (Rank 36)2026/06/2027151255.6%
hikabun (Rank 40)2026/06/201631318.8%
マハリータまるこ (Rank 39)2026/06/181551033.3%
かしわもち (Rank 38)2026/06/18168850.0%
らぶり。 (Rank 40)2026/06/14124833.3%
banjar (Rank 38)2026/06/142420483.3%
Vgyjyrdgjk (Rank 38)2026/06/1437172046.0%
しょべるん (Rank 38)2026/06/13134930.8%
budhio (Rank 36)2026/06/062116576.2%
interceptor (Rank 39)2026/06/0630181260.0%
tu-kun0223 (Rank 39)2026/06/06148657.1%
PuzzG/ぱず爺 (Rank 36)2026/05/25139469.2%
メガジェネ (Rank 42)2026/05/252141719.1%
村長~災禍の中心~ (Rank 37)2026/05/24149564.3%
イイクルーン (Rank 36)2026/05/231913668.4%
PHILTER_BOX (Rank 39)2026/05/2363313249.2%
chima0818turi (Rank 41)2026/05/192181338.1%
ikkyusaaan (Rank 38)2026/05/17159660.0%
小名浜DC (Rank 34)2026/04/191311284.6%
hanabilei (Rank 38)2026/04/18115645.5%
ひろし (Rank 34)2026/04/181410471.4%
憂鬱という名の夢 (Rank 39)2026/04/14136746.1%

Round openings

Every character

crouch into Low Knuckle2P5549.2%
backdash into Elbow Butt6P4136.8%
backdash into evade up3435.7%
backdash into Kenka Hook46P3395.6%
backdash into Dash Elbow66P3185.2%
backdash into Double Hammer Down43P2684.4%
backdash into Dash Elbow Upper66PP2434.0%
backdash into kickK2383.9%
backdash into Body CrushP+K2173.6%
punchP1772.9%
backdash into Torpedo Head Butt4P+K1762.9%
Middle Hell Stab6P+K1712.8%
backdash into Elbow Hammer6PP1642.7%
kickK1302.1%
backdash into Knee Push4K1262.1%

227 further openings account for the other 2,177 rounds.

Jeffry

Career
5,496–5,397 · 50.5%
This season
1,470 matches · 53.4%
Peak rank
40

First hit in 56.7% of 5,951 rounds. Won 54.7% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: waits first in 22.4% of rounds, against 18.5% in their other rounds.
  • Against Shun: waits first in 44.7% of rounds, against 17.0% against everyone else.
  • On Open stages: backs off first in 64.5% of rounds, against 56.4% on the other stages.
  • After opening the round before by waiting: waits first in 31.4% of rounds, against 18.8% after anything else.
  • After winning a round: moves in first in 2.7% of rounds, against 1.4% after losing one.
  • When the score is level: backs off first in 60.1% of rounds, against 56.4% when ahead or behind.
  • In round 4 or later: opens with “crouch into 2P Low Knuckle” in 13.3% of rounds, against 7.8% in their other rounds.
  • Against Akira: opens with “backdash into 46P Kenka Hook” in 20.3% of rounds, against 3.4% against everyone else.
  • On Rectangle stages: opens with “crouch into 2P Low Knuckle” in 13.7% of rounds, against 8.8% on the other stages.
  • After opening the round before with “backdash into 6P Elbow Butt”: opens with “backdash into 6P Elbow Butt” in 16.7% of rounds, against 6.7% after anything else.
  • After the opponent opened the round before with “backdash into evade down”: opens with “backdash into evade up” in 12.5% of rounds, against 5.7% after anything else.

How is this tested?

crouch into Low Knuckle2P5549.2%
backdash into Elbow Butt6P4136.9%
backdash into evade up3435.7%
backdash into Kenka Hook46P3395.7%
backdash into Dash Elbow66P3185.3%
backdash into Double Hammer Down43P2684.5%
backdash into Dash Elbow Upper66PP2434.1%
backdash into kickK2384.0%
backdash into Body CrushP+K2173.6%
punchP1773.0%
backdash into Torpedo Head Butt4P+K1762.9%
Middle Hell Stab6P+K1712.9%
backdash into Elbow Hammer6PP1642.7%
kickK1302.2%
backdash into Knee Push4K1262.1%

200 further openings account for the other 2,113 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira71–51 · 58%37–18 · 67%-14.2
Brad43–43 · 50%14–10 · 58%too few to test
Shun43–32 · 57%18–17 · 51%+4.5
Jacky41–22 · 65%18–18 · 50%+9.4
Lau26–35 · 43%13–26 · 33%+9.6
Kage23–20 · 53%13–26 · 33%+16.5
Lion22–30 · 42%15–15 · 50%-11.2
Vanessa22–22 · 50%8–6 · 57%too few to test
Sarah23–10 · 70%15–4 · 79%too few to test
Jean28–16 · 64%5–6 · 45%too few to test
Goh14–17 · 45%10–12 · 45%too few to test
Pai20–13 · 61%5–10 · 33%too few to test
El Blaze15–9 · 62%10–10 · 50%too few to test
Jeffry10–11 · 48%7–9 · 44%too few to test
Lei Fei18–16 · 53%4–7 · 36%too few to test
Aoi11–14 · 44%5–8 · 38%too few to test
Wolf9–10 · 47%9–5 · 64%too few to test
Eileen9–9 · 50%8–4 · 67%too few to test
Taka10–5 · 67%5–5 · 50%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.

How is this tested?

Vanessa

Career
574–458 · 55.6%
This season
15 matches · 40.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: backdash into Pile Bunker6P+K1218.8%
Offensive Style: punch710.9%
Defensive Style: Wind Elbow69.4%
Offensive Style: backdash into Hunting Kick66KK57.8%
Offensive Style: backdash into Bunker Buster9P46.2%
Offensive Style: backdash into Knee Kick~Kick6KK46.2%
Offensive Style: crouch into Leg Guard Crush2P34.7%
Defensive Style: crouch into Sit Jab2P23.1%
Defensive Style: guard into Wind Elbow4P+K23.1%
Offensive Style: backdash into Long Barrel Blow66P23.1%
Defensive Style: Switch Back Middle11.6%
Defensive Style: backdash into Ducking Body Smash66PP11.6%
Defensive Style: backdash into Stinger Low Blow1P+K11.6%
Defensive Style: backdash into evade up11.6%
Defensive Style: backdash into punchP11.6%

12 further openings account for the other 12 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 (18 here; about 0.9 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: 11 of 18 tests hold up
  • Vanessa: not tested (too few rounds)