VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

RunneR

  • Goh
  • El Blaze
  • Wolf
Career matches3,224
Career win rate54.5%
Round win rate51.6%
Peak rank40
Distinct opponents252
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1732 #650 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

Jeffry402,6521,3951,25752.6%
El Blaze342571688965.4%
Goh312411449759.8%
Wolf2974492566.2%

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

2,389 of 3,567 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.84101,635
Goh7.0422719
Wolf6.941435

By opponent's character

Kage6.7404251
Akira7.1426199
Lau6.9412178
Lion6.6397185
Jacky7.1428191
Jean7.0421102
Sarah6.8409184
Wolf7.0418175
Shun7.1425140
Jeffry7.0422125
Brad6.8408117
Vanessa6.941584
Goh7.142494
Lei Fei6.941295
Pai6.639485
Taka6.840584
El Blaze6.941473
Aoi7.142822
Dural7.94725

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

Kage98485049.0%-6.5
Akira73343946.6%-3.3
Lau71363550.7%-1.0
Lion64382659.4%+2.7
Jacky56312555.4%+5.7
Jean53312258.5%+4.7
Sarah52341865.4%+11.3
Wolf51232845.1%-6.9
Shun47192840.4%-11.3
Jeffry46281860.9%+8.0
Brad42212150.0%-1.9
Vanessa39211853.9%+2.6
Goh34181652.9%-5.0
Lei Fei34171750.0%-2.3
Pai33191457.6%+2.8
Taka26151157.7%+12.0
El Blaze25151060.0%-1.3
Aoi189950.0%-6.2
Eileen21150.0%-2.3
Dural110100.0%+57.4

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Low Fence114684659.6%+7.8
Breakable Full Fence102594357.8%+4.9
Octagon94454947.9%-3.9
Full Fence89434648.3%-4.5
Rectangle89444549.4%-6.1
Half Fence81453655.6%+3.6
Open79384148.1%-6.2
Breakable Half Fence71442762.0%+8.4
Single Wall68392957.4%+5.1
Full Fence and Open36142238.9%-14.4

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
Walls52653.2%53.1%+0.2
No walls26155.6%53.1%+2.5

Walls against open: -2.3 points (95% range -10.0 to +5.4), p 0.552 — 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

stepan_BVFA (Rank 38)2026/09/1830102033.3%
crazy_brat_girl (Rank 39)2026/09/1573442.9%
ひかる (Rank 39)2026/09/15159660.0%
寿司眼鉄 (Rank 38)2026/09/15124833.3%
きっちょむ (Rank 41)2026/09/15116554.5%
でんでんでん123V (Rank 39)2026/09/0894544.4%
ikkyusaaan (Rank 41)2026/09/08125741.7%
manatsu_7 (Rank 43)2026/09/081541126.7%
ハマラウ (Rank 42)2026/08/1895455.6%
mahiro_725 (Rank 38)2026/08/04167943.8%
banjar (Rank 38)2026/08/0472528.6%
Wallaby360 (Rank 37)2026/08/0486275.0%
ふかふか (Rank 37)2026/07/0385362.5%
uomofastidioso (Rank 39)2026/06/0694544.4%
黒川イザナ (Rank 30)2026/06/0695455.6%
ボルザイル (Rank 30)2026/06/0684450.0%
misoazy (Rank 28)2026/06/04139469.2%
ヘニオ (Rank 33)2026/06/0496366.7%
Reezent_Sousui (Rank 37)2026/06/0495455.6%
MikuMartineau (Rank 32)2026/05/2884450.0%
ねこむーと (Rank 37)2026/05/23139469.2%
kantoku (Rank 35)2026/05/2093633.3%
lapislazuli (Rank 37)2026/05/20105550.0%
KumadaP (Rank 35)2026/05/2074357.1%
えなお (Rank 34)2026/04/2387187.5%

Round openings

Every character

backdash into evade down2476.9%
punchP1373.8%
guardG into throw escape1273.6%
crouch dash forward into throw escape1213.4%
backdash into evade up1113.1%
punchP into Double KnucklePP1052.9%
backdash into punchP1022.9%
backdash into throwP+G852.4%
evade down into forward dash792.2%
evade up into crouch dash forward792.2%
Low Knuckle2P752.1%
Elbow Butt6P712.0%
backdash into Toe Kick671.9%
backdash into Double Hammer Down43P521.5%
guardG into evade down491.4%

491 further openings account for the other 2,064 rounds.

Jeffry

Career
1,395–1,257 · 52.6%
This season
561 matches · 51.5%
Peak rank
40

First hit in 49.4% of 2,312 rounds. Won 54.0% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 58.7% of rounds, against 27.7% against everyone else.
  • On Rectangle stages: attacks straight away in 41.3% of rounds, against 19.6% on the other stages.
  • After opening the round before by backing off: backs off first in 43.4% of rounds, against 24.1% after anything else.
  • After winning a round: backs off first in 34.1% of rounds, against 26.0% after losing one.
  • When behind: evades first in 22.7% of rounds, against 15.8% when ahead or level.
  • In round 1: opens with “crouch dash forward into throw escape” in 7.3% of rounds, against 2.9% in their other rounds.
  • Against Pai: opens with “crouch dash forward into throw escape” in 15.8% of rounds, against 3.4% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 16.4% of rounds, against 5.8% after anything else.

How is this tested?

backdash into evade down1466.3%
punchP into Double KnucklePP1054.5%
crouch dash forward into throw escape924.0%
punchP823.5%
guardG into throw escape763.3%
Low Knuckle2P753.2%
Elbow Butt6P713.1%
backdash into evade up682.9%
backdash into Toe Kick2K642.8%
evade up into crouch dash forward572.5%
backdash into Double Hammer Down43P522.2%
evade down into forward dash522.2%
backdash into throwP+G492.1%
backdash into punchP462.0%
guardG into evade down311.3%

266 further openings account for the other 1,247 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage26–19 · 58%14–8 · 64%too few to test
Lion20–16 · 56%11–4 · 73%too few to test
Lau15–16 · 48%6–10 · 38%too few to test
Akira10–9 · 53%9–10 · 47%too few to test
Shun6–13 · 32%6–8 · 43%too few to test
Jeffry14–5 · 74%1–4 · 20%too few to test
Jean10–9 · 53%7–4 · 64%too few to test
Sarah11–7 · 61%8–2 · 80%too few to test
Brad8–10 · 44%4–5 · 44%too few to test
Jacky8–10 · 44%3–7 · 30%too few to test
Pai8–7 · 53%2–6 · 25%too few to test
Wolf9–8 · 53%3–1 · 75%too few to test
Vanessa4–4 · 50%6–4 · 60%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
144–97 · 59.8%
This season
174 matches · 57.5%
Peak rank
31

First hit in 57.1% of 714 rounds. Won 58.8% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • Against Jacky: attacks straight away in 40.3% of rounds, against 20.5% against everyone else.
  • On Rectangle stages: attacks straight away in 40.2% of rounds, against 20.5% on the other stages.

How is this tested?

backdash into evade down517.1%
punchP466.4%
guardG into throw escape344.7%
backdash into Karura4P+K334.6%
backdash into evade up304.2%
backdash into punchP304.2%
punchP into Tsurane ShoudaPP294.0%
backdash into throwP+G253.5%
backdash into Kirin33P243.3%
crouch dash forward into throw escape223.1%
Hiji'ate6P202.8%
backdash into Maegeri3K131.8%
evade down into forward dash121.7%
backdash into Batousatsu3KP111.5%
evade up into crouch dash forward111.5%

141 further openings account for the other 328 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–9 · 53%1–2 · 33%too few to test
Wolf5–8 · 38%3–4 · 43%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?

El Blaze

Career
168–89 · 65.4%
This season
121 matches · 54.5%
Peak rank
34

First hit in 50.3% of 499 rounds. Won 54.6% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • On Rectangle stages: attacks straight away in 34.9% of rounds, against 14.9% on the other stages.
  • After opening the round before by backing off: backs off first in 53.3% of rounds, against 31.8% after anything else.

How is this tested?

backdash into evade down509.9%
Shadow Strike6P255.0%
backdash into punchP255.0%
guardG into throw escape173.4%
backdash into Volcano Upper4P+K163.2%
evade down into forward dash153.0%
backdash into evade up122.4%
backdash into throwP+G112.2%
guardG into evade down102.0%
guardG into evade up102.0%
Volcano Upper4P+K91.8%
backdash into Shadow Strike6P91.8%
evade up into crouch dash forward91.8%
backdash into Short Upper3P81.6%
evade down into punchP81.6%

132 further openings account for the other 270 rounds.

Wolf

Career
49–25 · 66.2%
This season
9 matches · 44.4%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Arrow Knuckle3P411.4%
crouch dash forward into throw escape38.6%
backdash into Elbow Butt4P25.7%
crouch dash back into Ogre Slash63214P+K25.7%
evade up into crouch dash forward25.7%
Arrow Knuckle3P into forward dash12.9%
Arrow Knuckle3P into guardG12.9%
Low Drop Kick62K12.9%
Low Hammer2P12.9%
Rolling Savate6K+G12.9%
backdash into Kenka Kick1K+G12.9%
backdash into Rolling Savate6K+G12.9%
backdash into Short Shoulder46P+K12.9%
backdash into evade up12.9%
backdash into punchP12.9%

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 (45 here; about 2.2 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 17 tests hold up
  • Goh: 2 of 15 tests hold up
  • El Blaze: 2 of 13 tests hold up
  • Wolf: not tested (too few rounds)