VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

관절보궁

  • Brad
  • Lau
  • El Blaze
  • Jacky
  • Lion
Career matches1,016
Career win rate63.3%
Round win rate57.3%
Peak rank32
Distinct opponents196
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1636 #1,121 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

Jeffry3244928416563.2%
Brad3234421213261.6%
Lau271561015564.7%
El Blaze2556371966.1%
Jacky21108280.0%
Lion21110100.0%

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

1,727 of 1,824 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.5449760
Jeffry7.6454608
Lau7.8468250
El Blaze7.544880
Jacky7.545020
Lion7.44449

By opponent's character

Akira7.5452256
Wolf8.0481175
Jacky7.5449159
Goh7.7461126
Brad7.4446111
Pai7.5453111
Jeffry7.7464116
Shun7.343890
Lau7.645484
Sarah7.444275
Jean7.343967
Kage7.444563
Aoi7.545262
El Blaze7.142852
Vanessa8.048040
Taka7.243223
Lei Fei7.645645
Eileen7.344034
Lion7.846526
Dural7.242912

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

Akira65461970.8%+8.7
Wolf44242054.5%-10.0
Jacky40261465.0%-1.0
Goh35191654.3%-6.5
Brad31201164.5%-1.1
Pai30121840.0%-23.2
Jeffry2820871.4%+12.5
Shun2516964.0%+1.0
Lau2216672.7%+7.7
Sarah2013765.0%+3.6
Jean1713476.5%+9.2
Kage1612475.0%+10.6
Aoi149564.3%-3.2
El Blaze1310376.9%+16.9
Vanessa135838.5%-12.2
Taka118372.7%+22.3
Lei Fei104640.0%-24.0
Eileen85362.5%+5.8
Lion85362.5%-0.7
Dural31233.3%-38.1

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Breakable Half Fence56352162.5%-0.5
Rectangle54322259.3%-1.6
Breakable Full Fence52312159.6%-8.0
Octagon49311863.3%+5.5
Full Fence46271958.7%-6.1
Open46271958.7%-7.2
Low Fence44291565.9%+5.1
Half Fence4334979.1%+16.5
Single Wall32181456.2%-3.6
Full Fence and Open1813572.2%+8.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30063.3%62.8%+0.6
No walls12260.7%62.3%-1.7

Walls against open: +2.2 points (95% range -8.3 to +12.8), p 0.680 — 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

nanami.madogiwa (Rank 32)2026/09/22440100.0%
laga1007 (Rank 28)2026/09/1043175.0%
dalmax72 (Rank 24)2026/09/1076185.7%
MNDZ (Rank 31)2026/09/0842250.0%
黒シャツ (Rank 33)2026/09/0831233.3%
hahaha (Rank 27)2026/09/0863350.0%
juste (Rank 32)2026/09/07880100.0%
WeeWeeW (Rank 28)2026/09/0586275.0%
mini0501 (Rank 26)2026/09/0243175.0%
private-ryan-yk (Rank 29)2026/08/3042250.0%
gimoring (Rank 27)2026/08/3031233.3%
rosenkim (Rank 31)2026/08/3065183.3%
orz (Rank 30)2026/08/2683537.5%
たけし (Rank 30)2026/08/2443175.0%
otoko-zaka4649 (Rank 30)2026/08/2451420.0%
ryu2811 (Rank 25)2026/08/23550100.0%
hs72kim (Rank 26)2026/08/1864266.7%
ShieldHolder (Rank 27)2026/07/21440100.0%
SEGAAAAAA (Rank 24)2026/07/1042250.0%
headup11 (Rank 26)2026/06/2286275.0%
boomkn1 (Rank 27)2026/06/09440100.0%
flush-server3 (Rank 21)2026/06/0454180.0%
MikuMartineau (Rank 30)2026/05/3141325.0%
ィリォモテャマネコ (Rank 24)2026/05/2663350.0%
THE_SnASH (Rank 23)2026/05/1654180.0%

Round openings

Every character

Dtee Sawk Dtrohng4P+K955.3%
guardG into evade down603.4%
evade down into guardG563.1%
crouch dash forward into throw escape462.6%
Elbow Hook6P402.2%
guardG331.8%
Ducking6P+K+G into Crush Knee KickK+G291.6%
crouch into Low Knuckle2P291.6%
crouch into Tsunami Beat3K+G291.6%
guardG into throw escape281.6%
Middle Spin Kick66K into forward dash261.4%
guardG into Toe Kick2K261.4%
punchP261.4%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK231.3%
Elbow Butt6P211.2%

430 further openings account for the other 1,226 rounds.

Counted from 445 of the 453 matches played. The rest were not pulled for openings.

Brad

Career
212–132 · 61.6%
This season
188 matches · 64.9%
Peak rank
32

First hit in 49.3% of 759 rounds. Won 58.8% of the rounds they struck first, 56.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 14.9% of rounds, against 4.7% in their other rounds.
  • Against Akira: backs off first in 15.4% of rounds, against 1.4% against everyone else.
  • After opening the round before with “4P+K Dtee Sawk Dtrohng”: opens with “4P+K Dtee Sawk Dtrohng” in 5.4% of rounds, against 15.1% after anything else.

How is this tested?

Dtee Sawk Dtrohng4P+K9512.5%
Elbow Hook6P405.3%
Ducking6P+K+G into Crush Knee KickK+G293.8%
evade down into guardG293.8%
Middle Spin Kick66K into forward dash263.4%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK233.0%
guardG into evade down233.0%
crouch into Sharp Shoot1P212.8%
Middle Spin Kick66K into forward movement192.5%
backdash into Sway Back4P+K+G172.2%
guardG into Sharp Shoot1P172.2%
evade down into Sharp Shoot1P162.1%
throwP+G into Kao Loy6K+G131.7%
evade down into Double Strike2KK121.6%
evade down into Dtee Sawk Lang3P+KP121.6%

153 further openings account for the other 368 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–8 · 67%5–3 · 62%too few to test
Jacky9–1 · 90%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?

Jeffry

Career
284–165 · 63.2%
This season
152 matches · 57.2%
Peak rank
32

First hit in 56.0% of 582 rounds. Won 59.2% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 25.7% of rounds, against 14.2% in their other rounds.
  • Against Akira: backs off first in 23.4% of rounds, against 9.9% against everyone else.
  • Against Akira: opens with “backdash into 46P+K Head Attack” in 12.8% of rounds, against 1.6% against everyone else.

How is this tested?

crouch into Low Knuckle2P294.9%
crouch into Tsunami Beat3K+G294.9%
guardG into Toe Kick2K264.4%
Elbow Butt6P213.6%
backdash into Head Attack46P+K203.4%
Knee Push4K into Knee Push Wild Hook4KP183.1%
evade down into Toe Kick2K183.1%
crouch into Double Upper3PP172.9%
guardG into evade down172.9%
punchP152.5%
Dash Elbow66P into Dash Elbow Upper66PP132.2%
crouch dash back into Hell Dunk Hammer214P+K132.2%
crouch dash back into Middle Hell Stab6P+K101.7%
evade down into guardG101.7%
guardG101.7%

138 further openings account for the other 323 rounds.

Counted from 144 of the 152 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
Akira7–5 · 58%5–0 · 100%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.

8 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?

Lau

Career
101–55 · 64.7%
This season
77 matches · 63.6%
Peak rank
27

First hit in 44.4% of 297 rounds. Won 62.1% of the rounds they struck first, 59.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down165.4%
crouch dash back into Kosoushou46P134.4%
crouch dash forward into throw escape124.0%
evade down into guardG124.0%
Souko Sensou66P+K103.4%
Chugeki6P93.0%
crouch into down-back kick1K82.7%
guardG82.7%
backdash into Kosoushou46P72.4%
Chugeki6P into Hou'ou Soushou6PP62.0%
crouch dash forward into throwP+G62.0%
crouch into Fukko Kensou1P62.0%
crouch into Renkanshou3PPP62.0%
evade down into throw escape62.0%
guardG into Fukko Kensou1P62.0%

99 further openings account for the other 167 rounds.

El Blaze

Career
37–19 · 66.1%
This season
29 matches · 69.0%
Peak rank
25

First hit in 54.3% of 116 rounds. Won 61.9% of the rounds they struck first, 54.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape1714.5%
crouch dash forward into Straight6P+K54.3%
crouch dash forward into Volcano Upper4P+K54.3%
guardG into throw escape54.3%
Shadow Spear6K43.4%
evade down into Volcano Knee6K+G43.4%
evade down into guardG43.4%
evade down into throw escape43.4%
guardG into Shadow Spear6K43.4%
guardG into evade down43.4%
Volcano Upper4P+K32.6%
crouch into Volcano Upper4P+K32.6%
guardG into Volcano Upper4P+K32.6%
crouch dash back into Demon's Tail9P+KK21.7%
crouch dash back into Hammer Smash46P+K21.7%

41 further openings account for the other 48 rounds.

Jacky

Career
8–2 · 80.0%
This season
5 matches · 80.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into forward dash420.0%
evade down into High Angle Upper Kick6K315.0%
Dash Hammer Kick66K into forward movement210.0%
backdash into Spin Heel Sword4K+G210.0%
Middle Smash6P into Middle Smash Sword6PK15.0%
crouch into Side Hook Turn44P15.0%
evade down into Beat KnuckleP+K15.0%
evade down into Beat Spin KickP+KK15.0%
evade down into Middle Smash6P15.0%
evade down into backdash15.0%
evade down into guardG15.0%
guardG into High Angle Upper Kick6K15.0%
guardG into Middle Kick3K15.0%

Lion

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koushutai44K111.1%
crouch dash forward into Sen'inshou3P111.1%
crouch dash forward into Zaban Shuhou33P+K111.1%
crouch dash forward into evade down111.1%
evade down into Banchu6P111.1%
evade down into KouhaitaiK+G111.1%
evade down into throw escape111.1%
guardG111.1%
guardG into Dantai3K111.1%

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 (29 here; about 1.5 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

  • Brad: 3 of 15 tests hold up
  • Jeffry: 3 of 14 tests hold up
  • Lau: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)