VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

rosenkim

  • Jacky
  • Lion
  • Aoi
  • Wolf
  • Akira
Career matches10,774
Career win rate49.0%
Round win rate49.5%
Peak rank32
Distinct opponents390
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1517 #1,893 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

Jeffry328,8314,3524,47949.3%
Jacky261,14754460347.4%
Aoi2636217718548.9%
Lion2634617916751.7%
Wolf2655223340.0%
Lau—33112233.3%
Akira26000—

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

4,569 of 5,223 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.53884,242
Jacky6.6396148
Lion6.840698
Aoi6.237269
Wolf6.94158
Akira8.24914

By opponent's character

Akira6.5392601
Jacky6.4384381
Wolf6.6398336
Sarah6.3381341
Pai6.6396341
Jeffry6.3381228
Lau6.3380259
Brad6.4384231
Kage6.4384234
Goh6.5391255
Jean6.4385275
Shun6.6396204
El Blaze6.6398190
Lion6.5391164
Eileen6.2373158
Aoi6.7404115
Taka6.237478
Vanessa6.438685
Dural6.538864
Lei Fei6.539229

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

Akira160857553.1%+3.3
Jacky109545549.5%+3.9
Wolf108495945.4%-3.8
Sarah87543362.1%+12.8
Pai86454152.3%+4.4
Jeffry83325138.5%-13.4
Lau74344046.0%-3.2
Brad69303943.5%-4.7
Kage66353153.0%+3.6
Goh65244136.9%-13.5
Jean65353053.9%+3.8
Shun56352162.5%+11.1
El Blaze55262947.3%-0.3
Lion48202841.7%-7.2
Eileen40202050.0%-2.5
Aoi32151746.9%-3.6
Taka29151451.7%-0.5
Vanessa21101147.6%-6.0
Dural169756.2%+12.5
Lei Fei94544.4%-1.9

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Open157778049.0%-0.6
Full Fence148707847.3%-3.3
Rectangle136756155.1%+6.3
Low Fence130666450.8%+1.4
Octagon129507938.8%-11.1
Half Fence121526943.0%-6.6
Breakable Full Fence115575849.6%+0.6
Breakable Half Fence113605353.1%+5.7
Single Wall101524951.5%+2.8
Full Fence and Open60342656.7%+5.2

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
Walls76247.8%49.1%-1.4
No walls38850.3%49.4%+0.9

Walls against open: -2.2 points (95% range -8.6 to +4.2), p 0.493 — 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

jiwoonpk (Rank 33)2026/10/16159660.0%
hot-milk-www (Rank 30)2026/10/16117463.6%
kagemaru1 (Rank 33)2026/10/16124833.3%
あばぎ (Rank 29)2026/10/15102820.0%
44884 (Rank 33)2026/10/15106460.0%
temp002 (Rank 29)2026/10/11137653.9%
bakureturanbu (Rank 30)2026/10/1195455.6%
BANANA (Rank 30)2026/10/112619773.1%
elf4sale (Rank 32)2026/10/0829151451.7%
Sinabro (Rank 30)2026/10/06880100.0%
danimura (Rank 35)2026/10/0693633.3%
rocketopunch (Rank 30)2026/10/0694544.4%
buenosuzonde865 (Rank 29)2026/10/02119281.8%
ER_higante (Rank 30)2026/09/14128466.7%
ps-splitsecond (Rank 32)2026/09/14129375.0%
striker0123 (Rank 31)2026/09/14106460.0%
jinjin (Rank 31)2026/09/13106460.0%
windowkhs (Rank 30)2026/09/11101910.0%
pallmtree (Rank 31)2026/09/10127558.3%
무파ZeroBlue (Rank 34)2026/09/0493633.3%
ありがとナス (Rank 28)2026/08/31108280.0%
WeeWeeW (Rank 27)2026/08/0394544.4%
nuku2pai428 (Rank 30)2026/08/02124833.3%
MaBoy (Rank 32)2026/08/021431121.4%
skyward_wildcat4 (Rank 32)2026/08/02124833.3%

Round openings

Every character

backdash into guardG65314.3%
crouch dash back into guardG1834.0%
punchP into kickK1443.2%
backdash into Middle Hell Stab6P+K1383.0%
backdash into Head Attack46P+K1302.9%
evade down into guardG1292.8%
crouch dash forward into punchP1102.4%
guardG into evade down1062.3%
crouch dash back into Middle Hell Stab6P+K1042.3%
backdash881.9%
backdash into punchP841.9%
backdash into crouch dash forward821.8%
forward dash into crouch dash forward801.8%
crouch dash forward into evade down791.7%
crouch dash forward into guardG751.6%

406 further openings account for the other 2,366 rounds.

Counted from 1,113 of the 1,278 matches played. The rest were not pulled for openings.

Jeffry

Career
4,352–4,479 · 49.3%
This season
1,201 matches · 49.4%
Peak rank
32

First hit in 55.5% of 4,181 rounds. Won 52.2% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 10.9% of rounds, against 5.5% in their other rounds.
  • Against Akira: moves in first in 32.0% of rounds, against 14.8% against everyone else.
  • After opening the round before by moving in: moves in first in 33.5% of rounds, against 15.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 21.8% of rounds, against 16.9% after anything else.
  • After losing a round: backs off first in 65.9% of rounds, against 36.3% after winning one.
  • When behind: backs off first in 66.6% of rounds, against 39.7% when ahead or level.
  • Against a Shun on no drinks: waits first in 28.4% of rounds, against 6.9% against a Shun on other counts.
  • In round 4 or later: opens with “P punch into K kick” in 5.1% of rounds, against 2.5% in their other rounds.
  • Against Wolf: opens with “P punch into K kick” in 8.3% of rounds, against 2.7% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 24.1% of rounds, against 13.4% after anything else.
  • After losing a round: opens with “backdash into G guard” in 20.2% of rounds, against 9.7% after winning one.
  • When behind: opens with “backdash into 6P+K Middle Hell Stab” in 6.0% of rounds, against 1.8% when ahead or level.

How is this tested?

backdash into guardG60814.4%
crouch dash back into guardG1623.8%
backdash into Middle Hell Stab6P+K1383.3%
punchP into kickK1353.2%
backdash into Head Attack46P+K1303.1%
evade down into guardG1162.8%
crouch dash forward into punchP1052.5%
crouch dash back into Middle Hell Stab6P+K1042.5%
guardG into evade down1022.4%
backdash872.1%
backdash into punchP821.9%
backdash into crouch dash forward811.9%
crouch dash forward into evade down731.7%
forward dash into crouch dash forward731.7%
crouch dash forward into guardG701.7%

306 further openings account for the other 2,158 rounds.

Counted from 1,036 of the 1,201 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
Akira47–41 · 53%13–16 · 45%too few to test
Jacky26–28 · 48%20–15 · 57%-10.5
Wolf30–33 · 48%8–14 · 36%too few to test
Jeffry15–35 · 30%7–6 · 54%too few to test
Pai23–16 · 59%10–11 · 48%too few to test
Sarah22–16 · 58%18–5 · 78%too few to test
Brad20–18 · 53%2–15 · 12%too few to test
Lau20–23 · 47%6–4 · 60%too few to test
Kage16–14 · 53%10–10 · 50%too few to test
Goh13–22 · 37%6–10 · 38%too few to test
Shun13–13 · 50%12–6 · 67%too few to test
El Blaze8–13 · 38%5–8 · 38%too few to test
Jean14–12 · 54%7–4 · 64%too few to test
Eileen13–10 · 57%4–7 · 36%too few to test
Lion4–10 · 29%5–10 · 33%too few to test
Taka4–9 · 31%10–0 · 100%too few to test
Aoi7–8 · 47%1–4 · 20%too few to test
Vanessa4–4 · 50%4–5 · 44%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.

165 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?

Jacky

Career
544–603 · 47.4%
This season
35 matches · 40.0%
Peak rank
26

First hit in 49.7% of 147 rounds. Won 42.5% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG3423.0%
crouch dash back into guardG128.1%
evade down into guardG64.0%
backdash into Dash Hammer Kick66K42.7%
backdash into Spin Heel Sword4K+G42.7%
crouch dash forward into Middle Kick3K42.7%
backdash into Middle Smash6P32.0%
crouch dash back into Low Spin Kick1K+G32.0%
crouch dash back into evade down32.0%
crouch dash back into throwP+G32.0%
crouch dash forward into guardG32.0%
forward dash into crouch dash forward32.0%
backdash into Spinning Back Knuckle4P21.4%
backdash into backward movement21.4%
crouch dash back into High Angle Upper Kick6K21.4%

51 further openings account for the other 60 rounds.

Lion

Career
179–167 · 51.7%
This season
24 matches · 62.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Shicchi Soutai3K+G66.1%
backdash into guardG66.1%
punchP into kickK66.1%
backdash into Senshippo66P44.1%
backdash into Touku Rigou Bantaitetsu46K+G44.1%
evade down into guardG44.1%
backdash into backward movement33.1%
crouch dash back into evade down33.1%
crouch dash forward into Banchu6P33.1%
crouch dash forward into evade down33.1%
crouch into Katousui2P33.1%
backdash into Dantai3K22.0%
backdash into Kishitsu Kasensou43P22.0%
backdash into punchP22.0%
crouch dash back into punchP22.0%

38 further openings account for the other 45 rounds.

Aoi

Career
177–185 · 48.9%
This season
15 matches · 60.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG811.6%
backdash into guardG57.2%
crouch dash forward into evade down34.3%
crouch dash forward into punchP34.3%
evade down into guardG34.3%
forward dash into crouch dash forward34.3%
Tenchi In'youP+K+G22.9%
backdash into backward movement22.9%
crouch dash back into evade down22.9%
crouch dash forward into guardG22.9%
forward dash into Hou'oushu3P22.9%
back punch+kick4P+K11.4%
backdash into Koromoguruma66P11.4%
backdash into Maegeri3K11.4%
backdash into NirentotsuPP11.4%

30 further openings account for the other 30 rounds.

Wolf

Career
22–33 · 40.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement562.5%
backdash into Body Blow6P225.0%
punchP into kickK112.5%

Akira

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Yakuho Chouchu666P250.0%
crouch dash back into Hachimon KaidaPP125.0%
crouch dash back into Rimon Chouchu66P125.0%

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: 12 of 18 tests hold up
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)