VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

Nachi-doumin-J

  • Akira
Career matches1,305
Career win rate51.9%
Round win rate52.5%
Peak rank28
Distinct opponents79
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1374 #2,784 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

Jeffry2898851447452.0%
Akira2531716315451.4%

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

959 of 959 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

Jeffry6.2374754
Akira7.3437205

By opponent's character

Jacky6.3380162
Jeffry6.5389156
Wolf6.1367141
Akira6.941397
Aoi6.840945
Jean6.337636
Brad5.633837
Eileen7.041832
Goh6.036132
Lion6.840930
Taka6.941731
Pai7.042332
Lau7.243127
Sarah6.136823
El Blaze6.337821
Shun6.539018
Vanessa6.136416
Kage6.740411
Lei Fei6.13698
Dural6.13644

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

Jacky40211952.5%-2.6
Jeffry39211853.9%+5.2
Wolf33171651.5%-3.6
Akira2517868.0%+8.3
Aoi116554.5%+1.0
Jean95455.6%+8.7
Brad83537.5%-17.5
Eileen83537.5%-12.2
Goh85362.5%+3.0
Lion83537.5%-22.7
Taka85362.5%+18.2
Pai73442.9%-18.0
Lau62433.3%-13.2
Sarah63350.0%+16.5
El Blaze54180.0%+25.7
Shun53260.0%+3.8
Vanessa440100.0%+38.1
Kage31233.3%-22.5
Lei Fei2020.0%-44.6
Dural1010.0%-49.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Half Fence34161847.1%-4.0
Breakable Half Fence29151451.7%-1.2
Full Fence29111837.9%-13.8
Octagon2719870.4%+19.3
Rectangle2314960.9%+4.9
Single Wall2314960.9%+3.0
Breakable Full Fence1991047.4%-13.0
Low Fence178947.1%-11.0
Open136746.1%-0.3
Full Fence and Open126650.0%+5.5

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16152.2%53.2%-1.0
No walls5352.8%55.0%-2.2

Walls against open: +1.2 points (95% range -14.2 to +16.6), p 0.881 — 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

μ (Rank 26)2026/08/04107370.0%
NoBunnyNoLife (Rank 24)2026/08/0442250.0%
wakusan (Rank 24)2026/07/2942250.0%
ちょいそる (Rank 31)2026/07/2951420.0%
yuzu (Rank 26)2026/07/22440100.0%
hitokabe2003 (Rank 24)2026/07/2154180.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/07/0632166.7%
mokoha_jean (Rank 23)2026/07/06440100.0%
nikuzuki (Rank 27)2026/07/0642250.0%
calmknight[냠냠] (Rank 28)2026/07/0431233.3%
ゅろぽ (Rank 24)2026/07/0453260.0%
PKG (Rank 26)2026/07/0485362.5%
twinsshine (Rank 27)2026/06/2354180.0%
kaiji256 (Rank 25)2026/06/20105550.0%
トローリロートル (Rank 24)2026/06/2086275.0%
방가방가 (Rank 27)2026/06/2043175.0%
水晶 (Rank 23)2026/06/1954180.0%
imhanzo (Rank 27)2026/06/19115645.5%
WONDA2567 (Rank 25)2026/06/191810855.6%
ねこ吉 (Rank 23)2026/06/18440100.0%
nasumiso (Rank 27)2026/06/1842250.0%
紫荆一头牛 (Rank 23)2026/06/1764266.7%
manekinecogames (Rank 22)2026/06/1762433.3%
風吹けば名無し (Rank 17)2026/06/1376185.7%
式神 (Rank 17)2026/06/124040.0%

Round openings

Every character

evade up into crouch dash forward434.5%
crouch into Ducking Low2K+G384.0%
evade down into forward dash353.6%
Low Knuckle2P323.3%
evade up into evade down323.3%
Ducking Low2K+G313.2%
Rimon Chouchu66P into Jouho Touken6P282.9%
Low Knuckle2P into forward dash272.8%
evade down252.6%
evade down into crouch dash forward242.5%
evade up into forward dash242.5%
evade down into Rimon Chouchu66P232.4%
punchP202.1%
Jouho Touken6P181.9%
backdash into evade down181.9%

171 further openings account for the other 541 rounds.

Jeffry

Career
514–474 · 52.0%
This season
186 matches · 53.8%
Peak rank
28

First hit in 50.1% of 754 rounds. Won 54.0% of the rounds they struck first, 52.1% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 38.3% of rounds, against 22.7% against everyone else.
  • After losing a round: evades first in 49.3% of rounds, against 32.3% after winning one.
  • Against Jeffry: opens with “2P Low Knuckle” in 9.3% of rounds, against 3.0% against everyone else.

How is this tested?

crouch into Ducking Low2K+G385.0%
evade up into crouch dash forward385.0%
Low Knuckle2P324.2%
Ducking Low2K+G314.1%
evade up into evade down283.7%
Low Knuckle2P into forward dash273.6%
evade down into forward dash273.6%
evade down253.3%
evade down into crouch dash forward243.2%
evade up into forward dash192.5%
punchP192.5%
crouch into Side Kick3K172.2%
backdash into evade down152.0%
backdash into evade up131.7%
evade down into Full Swing Upper33P131.7%

124 further openings account for the other 388 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry14–12 · 54%4–6 · 40%too few to test
Jacky8–6 · 57%6–7 · 46%too few to test
Wolf11–10 · 52%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?

Akira

Career
163–154 · 51.4%
This season
50 matches · 52.0%
Peak rank
25

First hit in 45.4% of 205 rounds. Won 53.8% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P2813.7%
evade down into Rimon Chouchu66P2311.2%
Jouho Touken6P188.8%
evade up into Rimon Chouchu66P94.4%
Rimon Chouchu66P83.9%
evade down into forward dash83.9%
evade up into crouch dash forward52.4%
evade up into forward dash52.4%
Souka Housui3P+K41.9%
crouch dash back into Koboku214P41.9%
evade up into Jouho Touken6P41.9%
evade up into evade down41.9%
guardG41.9%
Chouyoushu1P31.5%
Housui2P into forward dash31.5%

52 further openings account for the other 75 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 (14 here; about 0.7 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 14 tests hold up
  • Akira: not tested (too few rounds)