VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jeffry

音の勢-リック

  • Aoi
  • Goh
  • Wolf
Career matches4,902
Career win rate52.2%
Round win rate50.3%
Peak rank34
Distinct opponents361
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1577 #1,503 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

Jeffry332,2761,1331,14349.8%
Aoi341,45377467953.3%
Goh311,07058948155.0%
Wolf28103624160.2%

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

1,854 of 4,299 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.9413759
Goh6.8408822
Wolf6.5391273

By opponent's character

Akira6.8410269
Lau6.8408134
Wolf6.7404108
Jeffry6.840795
Jacky6.8408139
Pai7.0418151
Shun6.740096
Sarah6.8411137
Brad6.7401116
Goh6.8410139
Aoi6.941452
El Blaze6.840587
Kage6.840687
Vanessa6.840770
Lion6.840572
Jean6.941441
Lei Fei6.539030
Eileen6.841024
Taka5.93524
Dural7.14243

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

Akira98494950.0%-1.3
Lau88464252.3%+1.5
Wolf88503856.8%+4.1
Jeffry76354146.0%-5.5
Jacky68333548.5%-3.2
Pai65323349.2%+4.7
Shun65392660.0%+8.6
Sarah58292950.0%+1.9
Brad57213636.8%-11.7
Goh56302653.6%+2.8
Aoi52292355.8%+7.9
El Blaze51252649.0%+0.5
Kage48242450.0%+2.6
Vanessa46271958.7%+9.4
Lion41182343.9%-5.6
Jean33102330.3%-20.7
Lei Fei30131743.3%-2.6
Eileen1861233.3%-14.0
Taka73442.9%-5.8
Dural54180.0%+24.3

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 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

Open137686949.6%+1.9
Full Fence123596448.0%-1.2
Half Fence110466441.8%-7.8
Rectangle110545649.1%-1.3
Breakable Half Fence108624657.4%+8.9
Breakable Full Fence105574854.3%+4.3
Single Wall100475347.0%-2.3
Octagon91454649.5%-2.2
Low Fence81443754.3%+1.5
Full Fence and Open50232746.0%-5.6

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
Walls64749.9%49.8%+0.1
No walls31850.0%49.6%+0.4

Walls against open: -0.3 points (95% range -7.2 to +6.6), p 0.931 — 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

雷電 (Rank 30)2026/06/20129375.0%
hot-milk-www (Rank 28)2026/06/2086275.0%
inoshikatyo1007 (Rank 32)2026/06/20156940.0%
KillBill (Rank 31)2026/06/2084450.0%
NORESPECT (Rank 33)2026/06/2084450.0%
shogun-iwaki (Rank 34)2026/06/1574357.1%
ヒ・ジハー (Rank 33)2026/06/1583537.5%
たか (Rank 28)2026/06/0884450.0%
remiuyu (Rank 28)2026/06/0874357.1%
肉彦さん☆彡 (Rank 30)2026/06/08106460.0%
jiwoonpk (Rank 31)2026/06/07115645.5%
SUTEKI-_-san (Rank 30)2026/06/0783537.5%
little-boy0-0v (Rank 31)2026/06/04126650.0%
ちゃんゆき/takayuki_vf (Rank 36)2026/05/31104640.0%
漂泊の民回線ジプシー (Rank 30)2026/05/25103730.0%
n-nova06 (Rank 30)2026/05/2476185.7%
南部の釣れないルアー (Rank 31)2026/05/181612475.0%
MELTBUTTER (Rank 29)2026/05/1773442.9%
powdershadow72 (Rank 32)2026/05/1771614.3%
§Ryu~k§ (Rank 31)2026/05/161510566.7%
budhio (Rank 35)2026/05/1676185.7%
tamura999 (Rank 29)2026/05/1583537.5%
のみ (Rank 32)2026/05/1173442.9%
NEWTYPE (Rank 35)2026/05/11104640.0%
すもぐり2000 (Rank 30)2026/05/10127558.3%

Round openings

Every character

backdash into evade down2205.1%
Ouda6P+K1483.4%
backdash into Karura4P+K1483.4%
backdash into Tsunami Beat3K+G1343.1%
backdash into Double Hammer Down43P1262.9%
punchP into Double KnucklePP882.0%
Elbow Butt781.8%
Ducking Low2K+G691.6%
Sou'unha66K681.6%
forward dash into Ducking Low2K+G681.6%
guardG681.6%
forward movement into Nirentotsu OuchuPPP661.5%
Body CrushP+K601.4%
guardG into Middle Hell Stab6P+K601.4%
Middle Hell Stab6P+K521.2%

570 further openings account for the other 2,856 rounds.

Jeffry

Career
1,133–1,143 · 49.8%
This season
431 matches · 49.0%
Peak rank
33

First hit in 55.7% of 1,752 rounds. Won 55.1% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 13.0% of rounds, against 9.2% in their other rounds.
  • Against Wolf: evades first in 26.3% of rounds, against 8.2% against everyone else.
  • After opening the round before by backing off: attacks straight away in 39.9% of rounds, against 30.7% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 18.5% of rounds, against 11.1% after anything else.
  • After winning a round: attacks straight away in 41.1% of rounds, against 26.3% after losing one.
  • In round 4 or later: opens with “backdash into evade down” in 7.1% of rounds, against 3.3% in their other rounds.
  • Against Goh: opens with “backdash into 3K+G Tsunami Beat” in 17.4% of rounds, against 7.2% against everyone else.
  • After losing a round: opens with “backdash into 43P Double Hammer Down” in 8.6% of rounds, against 4.5% after winning one.

How is this tested?

backdash into Tsunami Beat3K+G1347.6%
backdash into Double Hammer Down43P1267.1%
punchP into Double KnucklePP885.0%
backdash into evade down764.3%
Elbow Butt6P754.2%
Ducking Low2K+G693.9%
forward dash into Ducking Low2K+G683.9%
Body CrushP+K603.4%
guardG into Middle Hell Stab6P+K603.4%
Middle Hell Stab6P+K522.9%
evade down into Dash Elbow66P412.3%
backdash into Rising Hammer43PP352.0%
Dash Elbow66P into Dash Elbow Upper66PP301.7%
guardG281.6%
Dash Elbow66P261.5%

228 further openings account for the other 799 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf13–18 · 42%7–5 · 58%too few to test
Jeffry12–9 · 57%4–8 · 33%too few to test
Aoi11–10 · 52%8–4 · 67%too few to test
Lau14–14 · 50%2–4 · 33%too few to test
Jacky6–10 · 38%7–6 · 54%too few to test
Shun14–8 · 64%5–3 · 62%too few to test
El Blaze9–9 · 50%2–0 · 100%too few to test
Brad7–12 · 37%0–3 · 0%too few to test
Pai4–8 · 33%6–4 · 60%too few to test
Kage4–3 · 57%5–8 · 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?

Aoi

Career
774–679 · 53.3%
This season
352 matches · 47.7%
Peak rank
34

First hit in 54.7% of 1,436 rounds. Won 52.5% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.0% of rounds, against 9.5% in their other rounds.
  • Against Lion: evades first in 19.0% of rounds, against 5.3% against everyone else.
  • After winning a round: attacks straight away in 42.4% of rounds, against 30.2% after losing one.
  • In round 4 or later: opens with “backdash into evade down” in 10.2% of rounds, against 4.1% in their other rounds.
  • Against Vanessa: opens with “forward dash into 2K+G Kusanagi” in 10.4% of rounds, against 3.0% against everyone else.
  • After winning a round: opens with “6P+K Ouda” in 17.4% of rounds, against 7.3% after losing one.
  • When behind: opens with “66K Sou'unha” in 7.3% of rounds, against 3.0% when ahead or level.

How is this tested?

Ouda6P+K14810.2%
backdash into evade down835.7%
Sou'unha66K684.7%
forward movement into Nirentotsu OuchuPPP664.6%
forward dash into Kusanagi2K+G493.4%
kickK into Joudan Keri'ate~DatotsuKP483.3%
backdash into Sou'unha66K473.2%
Tenchi In'youP+K+G453.1%
crouch dash forward into Hou'oushu3P422.9%
backdash into Kusanagi2K+G412.8%
crouch into Hou'oushu3P392.7%
Kusanagi2K+G362.5%
forward movement into NirentotsuPP342.4%
backdash into Sodeshinken33P+K261.8%
guardG241.7%

200 further openings account for the other 649 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–15 · 25%10–4 · 71%too few to test
Lau10–9 · 53%2–3 · 40%too few to test
Jeffry6–14 · 30%4–4 · 50%too few to test
Wolf8–5 · 62%5–4 · 56%too few to test
Pai9–5 · 64%2–4 · 33%too few to test
Shun9–5 · 64%4–3 · 57%too few to test
Sarah4–3 · 57%7–4 · 64%too few to test
Brad4–4 · 50%4–7 · 36%too few to test
Goh6–4 · 60%4–4 · 50%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?

Goh

Career
589–481 · 55.0%
This season
203 matches · 52.2%
Peak rank
31

First hit in 50.4% of 821 rounds. Won 54.6% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • After opening the round before by evading: evades first in 23.7% of rounds, against 6.3% after anything else.
  • After winning a round: attacks straight away in 34.9% of rounds, against 22.7% after losing one.
  • In round 4 or later: opens with “backdash into evade down” in 9.3% of rounds, against 4.5% in their other rounds.
  • After losing a round: opens with “backdash into evade down” in 9.9% of rounds, against 2.9% after winning one.

How is this tested?

backdash into Karura4P+K14818.0%
backdash into evade down475.7%
Ni'oudaoshi3K+G323.9%
kickK323.9%
backdash into Soukyu46P293.5%
Garyu66K212.5%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G212.5%
forward dash into Hiji'ate6P212.5%
Soukyu46P182.2%
forward dash into Soukyu46P182.2%
Raikou3P into Denkou3PP161.9%
backdash into kickK161.9%
forward dash into Ni'oudaoshi3K+G161.9%
Raikou3P151.8%
forward dash into throwP+G151.8%

117 further openings account for the other 357 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–7 · 46%10–6 · 62%too few to test
Lau5–7 · 42%6–2 · 75%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?

Wolf

Career
62–41 · 60.2%
This season
64 matches · 59.4%
Peak rank
28

First hit in 48.5% of 268 rounds. Won 53.1% of the rounds they struck first, 53.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rolling Elbow43P248.7%
backdash into Heavy Middle Kick3K+G238.4%
Quick Shoulder66P+K217.6%
evade down into Elbow Butt4P196.9%
backdash into evade down145.1%
backdash into Short Shoulder46P+K134.7%
Screw Hook63214P into Screw Lariat63214PP103.6%
forward dash into Low Drop Kick62K103.6%
forward movement into Elbow Butt4P82.9%
backdash into Screw Lariat63214PP51.8%
crouch into Arrow Knuckle3P51.8%
guardG51.8%
Elbow Butt4P into Jab StraightPP41.4%
Elbow Butt4P into punchP41.4%
Gasp Kneel Palm Bomb6P+K into forward movement41.4%

65 further openings account for the other 106 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 (46 here; about 2.3 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: 8 of 16 tests hold up
  • Aoi: 7 of 15 tests hold up
  • Goh: 4 of 15 tests hold up
  • Wolf: not tested (too few rounds)