VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

cabbage_taro07

  • Jean
  • Goh
Career matches2,263
Career win rate51.2%
Round win rate49.2%
Peak rank29
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1418 #2,549 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

Jeffry291,9971,01298550.7%
Jean2524814010856.5%
Goh211871138.9%

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

822 of 988 rounds counted

6.8 inputs a second (407 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.8406758
Jean6.941431
Goh6.840933

By opponent's character

Wolf6.9412126
Akira7.0422109
Aoi6.740078
Jean6.639791
Jacky7.041871
Eileen6.338026
Jeffry6.639438
Shun6.438742
Lau7.041845
Sarah6.740346
El Blaze6.438234
Pai7.142537
Kage7.343515
Lion7.04207
Brad6.639815
Goh6.438217
Lei Fei6.33797
Taka6.73995
Vanessa7.746413

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

Wolf34161847.1%+1.4
Akira28161257.1%+4.1
Aoi25111444.0%-6.6
Jean2381534.8%-13.0
Jacky2112957.1%+14.4
Eileen169756.2%+3.7
Jeffry137653.9%+1.5
Shun127558.3%+9.1
Lau115645.5%+3.1
Sarah114736.4%-15.1
El Blaze104640.0%-6.0
Pai106460.0%+14.5
Kage84450.0%+6.5
Lion73442.9%+0.1
Brad62433.3%-14.6
Goh42250.0%+0.6
Lei Fei3030.0%-33.0
Taka31233.3%-14.9
Vanessa32166.7%+13.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Octagon36162044.4%-2.4
Open33181554.5%+3.8
Half Fence30131743.3%-5.2
Rectangle28161257.1%+8.9
Low Fence27111640.7%-8.1
Full Fence24131154.2%+10.8
Breakable Full Fence23111247.8%+3.8
Breakable Half Fence157846.7%-2.3
Single Wall136746.1%-8.3
Full Fence and Open95455.6%+4.4

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15648.7%46.8%+1.9
No walls7347.9%50.5%-2.6

Walls against open: +4.5 points (95% range -10.1 to +19.1), p 0.547 — 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

hahaha (Rank 28)2026/10/1532166.7%
tentenn100 (Rank 30)2026/10/103030.0%
xXsoul-childXx (Rank 30)2026/10/1031233.3%
fazz00r (Rank 29)2026/10/0352340.0%
cokeshi (Rank 29)2026/09/3042250.0%
ぽん (Rank 29)2026/09/1241325.0%
たわばTAWABA (Rank 27)2026/09/083030.0%
Kwiitter_KR (Rank 30)2026/09/0341325.0%
A56-7W (Rank 28)2026/09/034040.0%
紫荆一头牛 (Rank 25)2026/09/0381712.5%
MON-CHAN (Rank 27)2026/09/0331233.3%
鳩男 (Rank 31)2026/08/3053260.0%
haohwhite (Rank 26)2026/08/3031233.3%
MaxMuncy(お茶 (Rank 27)2026/08/2862433.3%
kowalski (Rank 26)2026/08/2531233.3%
SpaceKnight (Rank 27)2026/08/2542250.0%
a_h_i_k_o (Rank 26)2026/08/2565183.3%
けいすけ新宿 (Rank 25)2026/08/2254180.0%
あぽろん (Rank 27)2026/08/2132166.7%
こて (Rank 27)2026/08/19115645.5%
yabo (Rank 24)2026/07/2831233.3%
orz (Rank 30)2026/06/2262433.3%
しゅが~nsr (Rank 26)2026/06/0432166.7%
DC (Rank 24)2026/05/2332166.7%
偷桃 (Rank 24)2026/04/1476185.7%

Round openings

Every character

guardG into throw escape889.7%
crouch into Toe Kick2K839.1%
backdash into Kenka Hook46P606.6%
backdash into evade up596.5%
backdash into Megaton Knuckle43P+K434.7%
Overblow Shoulder66P+K353.9%
Middle Hell Stab6P+K303.3%
backdash into Full Swing Double Hammer41236P+K222.4%
backdash into Tsunami Beat3K+G222.4%
crouch into Low Knuckle2P192.1%
forward movement into Double Knuckle~UpperPPP182.0%
Toe Kick2K into crouch171.9%
guardG into evade up161.8%
evade down into crouch141.5%
backdash into Torpedo Head Butt4P+K121.3%

152 further openings account for the other 371 rounds.

Counted from 227 of the 248 matches played. The rest were not pulled for openings.

Jeffry

Career
1,012–985 · 50.7%
This season
226 matches · 49.1%
Peak rank
29

First hit in 53.3% of 812 rounds. Won 49.6% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

  • Against Wolf: evades first in 16.3% of rounds, against 2.5% against everyone else.
  • Against El Blaze: opens with “backdash into evade up” in 15.9% of rounds, against 5.9% against everyone else.
  • After winning a round: opens with “G guard into throw escape” in 14.5% of rounds, against 5.2% after losing one.

How is this tested?

crouch into Toe Kick2K8310.1%
guardG into throw escape8210.0%
backdash into Kenka Hook46P607.3%
backdash into evade up536.5%
backdash into Megaton Knuckle43P+K435.2%
Overblow Shoulder66P+K354.3%
Middle Hell Stab6P+K303.7%
backdash into Full Swing Double Hammer41236P+K222.7%
backdash into Tsunami Beat3K+G222.7%
crouch into Low Knuckle2P192.3%
forward movement into Double Knuckle~UpperPPP182.2%
Toe Kick2K into crouch172.1%
guardG into evade up151.8%
evade down into crouch131.6%
backdash into Torpedo Head Butt4P+K121.5%

109 further openings account for the other 296 rounds.

Counted from 205 of the 226 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
Wolf10–12 · 45%3–4 · 43%too few to test
Akira7–6 · 54%6–3 · 67%too few to test
Jean4–5 · 44%4–7 · 36%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.

21 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?

Jean

Career
140–108 · 56.5%
This season
14 matches · 35.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up610.7%
crouch into Gedan~Joudan Mawashigeri2KK610.7%
guardG into throw escape58.9%
Gyaku Seikenzuki66P47.1%
backdash into Gyaku Seikenzuki66P35.4%
Harai'uke (Deflect)4P+K+G into KounirenPP23.6%
backdash into Kake'uchi46P23.6%
forward movement into KagizukiPPP23.6%
forward movement into throw escape23.6%
guardG into Hangetsu NirenzukiP+K23.6%
guardG into Harai'uke (Deflect)4P+K+G23.6%
guardG into punchP23.6%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK11.8%
Harai'uke (Deflect)4P+K+G into Yoko'enpi~Uchishutou6PP11.8%
Harai'uke (Deflect)4P+K+G into punchP11.8%

15 further openings account for the other 15 rounds.

Goh

Career
7–11 · 38.9%
This season
8 matches · 37.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K412.1%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G39.1%
backdash into Sune Kudaki43P26.1%
guardG into Karura4P+K26.1%
guardG into throwP+G26.1%
Kumite Harai (Deflect)4P+K+G into Tsurane ShoudaPP13.0%
Kurogane Kudaki66P13.0%
Kusabigeri2K into crouch13.0%
Tsukikage6K13.0%
backdash into Aragami4K13.0%
backdash into Garyu66K13.0%
backdash into Hoderi4P13.0%
backdash into Ni'oudaoshi3K+G13.0%
backdash into Soukyu46P13.0%
forward dash into throwP+G13.0%

10 further openings account for the other 10 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 (15 here; about 0.8 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: 3 of 15 tests hold up
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)