VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

nonbeedabee

  • Goh
  • Wolf
  • Taka
Career matches205
Career win rate70.2%
Round win rate61.8%
Peak rank25
Distinct opponents14
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1520 Not ranked yet: the list needs 50 matches. See 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

Jeffry251761215568.8%
Goh22128466.7%
Wolf22119281.8%
Taka22660100.0%

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

22 of 89 rounds counted

6.9 inputs a second (417 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Goh7.64567
Wolf6.538912
Taka7.44433

By opponent's character

Shun6.23718
Akira7.545210
Jacky7.24304

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

Shun85362.5%-3.4
Akira53260.0%-8.9
Pai330100.0%+30.3
Wolf31233.3%-32.7
Jacky21150.0%-19.8
Brad110100.0%+35.9
Goh110100.0%+24.0
Kage110100.0%+40.5

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

Breakable Half Fence54180.0%+19.9
Open51420.0%-58.9
Low Fence440100.0%+32.0
Octagon31233.3%-37.4
Full Fence220100.0%+30.8
Rectangle110100.0%+24.0
Single Wall110100.0%+47.2

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
Walls1172.7%67.3%+5.5
No walls1060.0%68.1%-8.1

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

フォアグラ (Rank 21)2026/08/1821150.0%
okotan.08.15.gojappe (Rank 18)2026/08/18110100.0%
omuretukun (Rank 23)2026/05/29110100.0%
え~る (Rank 25)2026/05/172020.0%
真 (Rank 23)2026/05/17110100.0%
doublehighz (Rank 21)2026/05/17220100.0%
ゅろぽ (Rank 24)2026/05/17110100.0%
Ka2 (Rank 26)2026/05/161010.0%
방가방가햄토리 (Rank 26)2026/05/16110100.0%
manao_0609 (Rank 27)2026/05/16110100.0%
造り酒屋の御曹司 (Rank 24)2026/05/12110100.0%
こて (Rank 26)2026/05/122020.0%
HoAssYoAss (Rank 23)2026/05/11220100.0%
砂の橋 (Rank 26)2026/05/1164266.7%

Round openings

Every character

crouch dash forward into evade down66.7%
guardG into Ducking Low2K+G55.6%
backdash into Scoop Kick4K+G44.5%
crouch dash forward into punchP33.4%
evade down into guardG33.4%
Ducking Low2K+G22.2%
backdash into Heavy Middle Kick3K+G22.2%
backdash into Karura4P+K22.2%
crouch dash forward into Ducking Low2K+G22.2%
crouch dash forward into Hammer Slide1P22.2%
crouch dash forward into Tsunami Beat3K+G22.2%
evade down into Ducking Low2K+G22.2%
evade down into Knee Push Wild Hook4KP22.2%
evade down into Low Drop Kick62K22.2%
evade down into crouch dash forward22.2%

42 further openings account for the other 48 rounds.

Jeffry

Career
121–55 · 68.8%
This season
15 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Ducking Low2K+G58.9%
backdash into Scoop Kick4K+G47.1%
crouch dash forward into evade down35.4%
Ducking Low2K+G23.6%
crouch dash forward into Ducking Low2K+G23.6%
crouch dash forward into Hammer Slide1P23.6%
crouch dash forward into Tsunami Beat3K+G23.6%
crouch dash forward into punchP23.6%
evade down into Ducking Low2K+G23.6%
evade down into Knee Push Wild Hook4KP23.6%
guardG into Low Knuckle2P23.6%
guardG into Scoop Kick4K+G23.6%
guardG into evade down23.6%
Hammer Slide1P into Grizzly Hammer1PP11.8%
backdash into Double Hammer Down43P11.8%

22 further openings account for the other 22 rounds.

Goh

Career
8–4 · 66.7%
This season
5 matches · 60.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K211.1%
crouch dash forward into evade down211.1%
evade down into guardG211.1%
Soukyu46P15.6%
crouch dash forward into Karura4P+K15.6%
crouch dash forward into Kumite Harai (Deflect)4P+K+G15.6%
crouch dash forward into throwP+G15.6%
evade down into Denkou3PP15.6%
evade down into crouch dash forward15.6%
evade down into throwP+G15.6%
guardG into Karura4P+K15.6%
guardG into Shouzuka Okuri1P+K15.6%
guardG into Tengusatsu9K+G15.6%
guardG into Tsurane ShoudaPP15.6%
guardG into backdash15.6%

Wolf

Career
9–2 · 81.8%
This season
3 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Heavy Middle Kick3K+G216.7%
evade down into Low Drop Kick62K216.7%
guardG216.7%
Low Drop Kick62K18.3%
R.A.W. AvengerP+K+G18.3%
forward dash into guardG18.3%
guardG into Rolling Back Elbow6PP+K18.3%
guardG into down punch+kick2P+K18.3%
guardG into evade up18.3%

Taka

Career
6–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sokubi Otoshi41236P133.3%
crouch dash forward into evade down133.3%
crouch dash forward into punchP133.3%

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)
  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Taka: not tested (too few rounds)