VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

gonnajump_

  • Brad
  • Aoi
Career matches391
Career win rate53.2%
Round win rate45.2%
Peak rank24
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1299 #3,126 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

Jeffry2426015510559.6%
Brad21113437038.0%
Aoi171810855.6%

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

333 of 343 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

Brad6.2375154
Jeffry5.8348126
Aoi5.935653

By opponent's character

Akira6.136787
Jacky5.834973
Lei Fei6.237132
Sarah5.533120
Wolf6.237424
Vanessa7.544824
Goh5.432617
Shun5.734017
Lau5.734013
Eileen5.83509
Jean6.03586
Jeffry5.93537
Taka5.73394

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

Akira22111150.0%-0.6
Jacky2071335.0%-0.0
Lei Fei83537.5%+10.2
Sarah76185.7%+34.9
Wolf63350.0%-9.4
Vanessa51420.0%-7.2
Goh41325.0%-14.5
Shun41325.0%-26.7
Lau31233.3%+12.4
Eileen21150.0%+22.1
Jean2020.0%-13.7
Jeffry2020.0%-67.4
Taka110100.0%+35.6

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

Open1861233.3%-5.8
Single Wall1551033.3%-13.7
Full Fence125741.7%+3.3
Breakable Full Fence95455.6%+12.4
Rectangle73442.9%+11.2
Full Fence and Open63350.0%-0.1
Low Fence53260.0%+16.9
Half Fence31233.3%-32.6
Breakable Half Fence2020.0%-41.4
Octagon220100.0%+36.0

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
Walls3545.7%42.8%+2.9
No walls3836.8%41.4%-4.6

Walls against open: +7.4 points (95% range -13.5 to +28.3), p 0.485 — 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

zane. (Rank 17)84450.0%
GunShocka (Rank 24)72528.6%
CallejeroStripFaytel (Rank 25)51420.0%
Cooljerk (Rank 22)52340.0%
Marbles (Rank 17)52340.0%
pg67_ab (Rank 26)53260.0%
stinky (Rank 24)51420.0%
CloudOuga (Rank 17)32166.7%
FissionMailed (Rank 21)31233.3%
H.P.Starcraft (Rank 21)32166.7%
Jofs (Rank 22)31233.3%
LethalLegendK (Rank 29)31233.3%
NAPPYPROPHET (Rank 22)31233.3%
Rufous (Rank 16)330100.0%
johncha (Rank 22)3030.0%
AmperfleX (Rank 12)220100.0%
Jaguar (Rank 31)2020.0%
MutualBoonSession(Oracidrep) (Rank 11)2020.0%
SFPunker (Rank 36)2020.0%
VF31998 (Rank 29)21150.0%
chaingrabs (Rank 22)220100.0%
mishz (Rank 1)220100.0%
truckstopchilidog (Rank 21)220100.0%
twshsin (Rank 22)2020.0%
leefung._ (Rank 29)1010.0%

Most played opponents, most recent first

johncha (Rank 22)2026/07/273030.0%
LethalLegendK (Rank 29)2026/07/2731233.3%
mishz (Rank 1)2026/07/24220100.0%
SFPunker (Rank 36)2026/07/242020.0%
FissionMailed (Rank 21)2026/07/2431233.3%
CallejeroStripFaytel (Rank 25)2026/07/2151420.0%
Cooljerk (Rank 22)2026/07/2052340.0%
VF31998 (Rank 29)2026/07/2021150.0%
Jofs (Rank 22)2026/07/2031233.3%
GunShocka (Rank 24)2026/07/1972528.6%
Jaguar (Rank 31)2026/07/192020.0%
stinky (Rank 24)2026/07/1951420.0%
Rufous (Rank 16)2026/07/05330100.0%
H.P.Starcraft (Rank 21)2026/07/0532166.7%
AmperfleX (Rank 12)2026/06/28220100.0%
zane. (Rank 17)2026/06/1484450.0%
CloudOuga (Rank 17)2026/06/1432166.7%
MutualBoonSession(Oracidrep) (Rank 11)2026/06/142020.0%
NAPPYPROPHET (Rank 22)2026/06/0831233.3%
pg67_ab (Rank 26)2026/06/0853260.0%
Marbles (Rank 17)2026/06/0752340.0%
truckstopchilidog (Rank 21)2026/06/07220100.0%
leefung._ (Rank 29)2026/06/051010.0%
twshsin (Rank 22)2026/05/252020.0%
chaingrabs (Rank 22)2026/05/06220100.0%

Round openings

Every character

backdash into Jackal Straight46P+K329.3%
backdash into Kenka Hook46P247.0%
backdash into backward movement247.0%
backdash216.1%
punchP205.8%
backdash into Double Hammer Down43P185.2%
Low Knuckle2P144.1%
Sit Jab2P133.8%
Jackal Straight46P+K92.6%
backdash into throw escape92.6%
backdash into Rising Hammer43PP82.3%
backdash into punchP82.3%
crouch dash back into evade down82.3%
Gedan Shouda2P72.0%
backward movement into throw escape72.0%

70 further openings account for the other 121 rounds.

Brad

Career
43–70 · 38.0%
This season
39 matches · 35.9%
Peak rank
21

First hit in 40.3% of 154 rounds. Won 48.4% of the rounds they struck first, 38.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jackal Straight46P+K3220.8%
backdash149.1%
Sit Jab2P138.4%
backdash into backward movement106.5%
Jackal Straight46P+K95.8%
punchP95.8%
backdash into throw escape85.2%
backward movement into throw escape53.2%
crouch dash back into throw escape53.2%
evade up into throw escape42.6%
crouch dash forward into throw escape31.9%
evade up31.9%
Elbow Hook6P21.3%
Sit Jab2P into crouch dash forward21.3%
backdash into Spine Whip4P21.3%

28 further openings account for the other 33 rounds.

Jeffry

Career
155–105 · 59.6%
This season
34 matches · 47.1%
Peak rank
24

First hit in 53.7% of 136 rounds. Won 53.4% of the rounds they struck first, 41.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kenka Hook46P2417.6%
backdash into Double Hammer Down43P1813.2%
Low Knuckle2P1410.3%
backdash into Rising Hammer43PP85.9%
backdash into backward movement85.9%
backdash75.2%
punchP75.2%
backdash into punchP42.9%
no input42.9%
Low Knuckle2P into evade down32.2%
backdash into Tsunami Beat3K+G32.2%
evade up into throw escape32.2%
Elbow Butt6P21.5%
backward movement into backdash21.5%
crouch dash back into throw escape21.5%

25 further openings account for the other 27 rounds.

Aoi

Career
10–8 · 55.6%
This season
13 matches · 46.1%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gedan Shouda2P713.2%
backdash into backward movement611.3%
crouch dash back into evade down611.3%
down-back punch+kick1P+K59.4%
punchP47.5%
backdash into punchP35.7%
Ouda6P+K23.8%
Chudan Hiji'ate6P11.9%
Gedan Shouda2P into throw escape11.9%
back punch+kick4P+K11.9%
backdash into Gedan Shouda2P11.9%
backdash into Ougimai4P11.9%
backdash into guardG11.9%
backward movement into Chudan Hiji'ate6P11.9%
backward movement into Ougimai4P11.9%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Aoi: not tested (too few rounds)