VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

猫鼻

  • Vanessa
Career matches7,608
Career win rate50.0%
Round win rate49.6%
Peak rank34
Distinct opponents441
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1546 #1,702 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

Jeffry347,4623,7143,74849.8%
Vanessa27146866058.9%

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

6,698 of 7,591 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.03626,423
Vanessa5.9356275

By opponent's character

Jacky6.1366853
Wolf6.2371701
Akira6.0357581
Kage5.9355398
Jean5.9356354
Brad5.9355377
Jeffry5.9353332
Goh6.1366344
El Blaze6.1367349
Shun6.1367313
Aoi6.0357308
Lion6.0361331
Vanessa5.9356273
Pai6.2371276
Lau6.2374244
Sarah6.0362193
Lei Fei6.1363181
Eileen5.9352131
Taka5.7340138
Dural6.136421

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

Jacky22511810752.4%+2.8
Wolf1989210646.5%-6.3
Akira159906956.6%+6.1
Kage116566048.3%-1.8
Jean100435743.0%-3.7
Brad98445444.9%-5.2
Jeffry97455246.4%-4.6
Goh95554057.9%+6.3
El Blaze93474650.5%-1.1
Shun90414945.6%-1.8
Aoi88602868.2%+18.7
Lion88444450.0%+7.0
Vanessa81334840.7%-7.6
Pai80354543.8%-1.3
Lau71254635.2%-13.3
Sarah59342557.6%+6.8
Lei Fei49262353.1%+5.5
Eileen40162440.0%-10.6
Taka36191752.8%+4.7
Dural51420.0%-34.0

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

Rectangle20610410250.5%+0.1
Single Wall2009810249.0%-0.3
Low Fence1979710049.2%-0.9
Breakable Half Fence1929010246.9%-3.1
Octagon189999052.4%+2.6
Open1878510245.5%-2.8
Half Fence178889049.4%+0.1
Full Fence169907953.2%+3.5
Breakable Full Fence166828449.4%+1.9
Full Fence and Open86434350.0%+3.4

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
Walls1,10050.3%49.6%+0.7
No walls58447.9%49.1%-1.2

Walls against open: +1.8 points (95% range -3.4 to +7.1), p 0.494 — 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

肉彦さん☆彡 (Rank 29)2026/10/111871138.9%
ふぇに (Rank 35)2026/10/10136746.1%
混浴ジャキミリアン (Rank 31)2026/10/102891932.1%
こなつ (Rank 29)2026/10/10127558.3%
ratel-d9 (Rank 30)2026/10/091810855.6%
kaisoumi77 (Rank 30)2026/10/091661037.5%
らうらう (Rank 37)2026/10/071321115.4%
あばぎ (Rank 29)2026/10/072171433.3%
Enazo_L18_lol (Rank 30)2026/10/04137653.9%
motor_colt61 (Rank 36)2026/10/0325111444.0%
Chomelungma-GTR (Rank 31)2026/09/30148657.1%
akira__9633 (Rank 34)2026/09/3024111345.8%
delicioso (Rank 35)2026/09/301771041.2%
LEO (Rank 35)2026/09/241614287.5%
Caretta222 (Rank 33)2026/09/221310376.9%
nidaimebannai (Rank 33)2026/09/191661037.5%
タイヨウ (Rank 32)2026/09/19156940.0%
オムレツハンター© (Rank 33)2026/09/15168850.0%
ヘニオ (Rank 33)2026/09/12135838.5%
nanami.madogiwa (Rank 36)2026/09/111951426.3%
bonbon (Rank 33)2026/09/051441028.6%
siesuu (Rank 32)2026/08/31146842.9%
南部の釣れないルアー (Rank 32)2026/08/291811761.1%
Hi-VisionZERO (Rank 32)2026/07/232191242.9%
bh_iflg (Rank 30)2026/06/062131814.3%

Round openings

Every character

punchP into Double KnucklePP6909.9%
punchP4416.3%
backdash into Kenka Hook46P3575.1%
backdash into Double Hammer Down43P2543.6%
crouch into Low Knuckle2P2423.5%
Middle Hell Stab6P+K2203.1%
crouch dash forward into guardG2012.9%
crouch dash forward into punchP1682.4%
backdash into Overblow Shoulder66P+K1582.3%
Low Knuckle2P1071.5%
backdash into evade down1061.5%
evade up into Dash Elbow66P1021.5%
punchP into kickK991.4%
evade down into Dash Elbow66P961.4%
punchP into Elbow Butt6P931.3%

465 further openings account for the other 3,648 rounds.

Counted from 1,713 of the 1,868 matches played. The rest were not pulled for openings.

Jeffry

Career
3,714–3,748 · 49.8%
This season
1,801 matches · 49.4%
Peak rank
34

First hit in 54.0% of 6,831 rounds. Won 52.5% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 19.3% of rounds, against 7.7% in their other rounds.
  • Against Shun: waits first in 17.7% of rounds, against 5.0% against everyone else.
  • After opening the round before by backing off: attacks straight away in 47.0% of rounds, against 33.9% after anything else.
  • After losing a round: moves in first in 26.0% of rounds, against 10.6% after winning one.
  • When behind: moves in first in 27.2% of rounds, against 13.2% when ahead or level.
  • In round 4 or later: opens with “crouch into 2P Low Knuckle” in 5.6% of rounds, against 2.8% in their other rounds.
  • Against Akira: opens with “backdash into 46P Kenka Hook” in 14.9% of rounds, against 4.3% against everyone else.
  • After opening the round before with “backdash into 43P Double Hammer Down”: opens with “crouch into 2P Low Knuckle” in 8.6% of rounds, against 3.9% after anything else.
  • After winning a round: opens with “P punch into PP Double Knuckle” in 14.3% of rounds, against 7.9% after losing one.
  • When ahead: opens with “P punch into PP Double Knuckle” in 13.3% of rounds, against 8.9% when level or behind.

How is this tested?

punchP into Double KnucklePP69010.0%
punchP4416.4%
backdash into Kenka Hook46P3575.2%
backdash into Double Hammer Down43P2543.7%
crouch into Low Knuckle2P2423.5%
Middle Hell Stab6P+K2203.2%
crouch dash forward into guardG2012.9%
crouch dash forward into punchP1682.4%
backdash into Overblow Shoulder66P+K1582.3%
Low Knuckle2P1071.6%
backdash into evade down1061.5%
evade up into Dash Elbow66P1021.5%
punchP into kickK991.4%
evade down into Dash Elbow66P961.4%
punchP into Elbow Butt6P931.4%

397 further openings account for the other 3,542 rounds.

Counted from 1,688 of the 1,801 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
Jacky64–46 · 58%33–27 · 55%+7.0
Wolf53–51 · 51%21–32 · 40%+7.4
Akira37–35 · 51%34–24 · 59%-0.9
Kage26–38 · 41%13–13 · 50%too few to test
Brad20–28 · 42%16–13 · 55%too few to test
Jean30–37 · 45%9–17 · 35%too few to test
Jeffry23–22 · 51%11–14 · 44%too few to test
El Blaze36–30 · 55%6–11 · 35%too few to test
Aoi36–13 · 73%18–11 · 62%too few to test
Shun21–30 · 41%9–13 · 41%too few to test
Goh27–21 · 56%13–7 · 65%too few to test
Lion23–17 · 58%17–18 · 49%+9.8
Vanessa25–28 · 47%3–12 · 20%too few to test
Lau15–27 · 36%10–18 · 36%too few to test
Pai14–21 · 40%7–9 · 44%too few to test
Sarah20–14 · 59%9–8 · 53%too few to test
Lei Fei17–14 · 55%7–8 · 47%too few to test
Eileen4–11 · 27%6–7 · 46%too few to test
Taka9–10 · 47%7–5 · 58%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.

113 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?

Vanessa

Career
86–60 · 58.9%
This season
67 matches · 52.2%
Peak rank
27

First hit in 22.6% of 102 rounds. Won 52.2% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Stinger Low Blow98.5%
Defensive Style: kick54.7%
Defensive Style: backdash into Stinger Low Blow1P+K43.8%
Offensive Style: Bunker Buster43.8%
Defensive Style: evade down into guardG32.8%
Offensive Style: Long Barrel Blow32.8%
Offensive Style: punch into One TwoPP32.8%
Defensive Style: Bone Crush Middle21.9%
Defensive Style: Defensive Elbow (Deflect)21.9%
Defensive Style: Jab~Body into Combo High KickPPK21.9%
Defensive Style: Shadow Slicer21.9%
Defensive Style: backdash into Parrying High Kick (Deflect)46K21.9%
Defensive Style: crouch dash forward into Bone Crush Middle3K21.9%
Defensive Style: crouch dash forward into Stinger Low Blow1P+K21.9%
Defensive Style: crouch dash forward into evade down21.9%

53 further openings account for the other 59 rounds.

Counted from 25 of the 67 matches played. The rest 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 (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: 10 of 18 tests hold up
  • Vanessa: not tested (too few rounds)