VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Jeffry

bodyguardNPC

  • Goh
  • Wolf
  • Akira
  • Lion
  • Aoi
  • Jean
Career matches1,287
Career win rate55.4%
Round win rate52.3%
Peak rank31
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1658 #1,002 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

Jeffry3147325921454.8%
Akira2525612812850.0%
Goh2723613510157.2%
Wolf261991079253.8%
Lion25117793867.5%
Aoi21330100.0%
Jean2632166.7%

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

767 of 857 rounds counted

5.5 inputs a second (330 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.6336370
Goh5.3316168
Wolf5.2314139
Akira6.237038
Lion5.835125
Aoi6.036214
Jean5.935213

By opponent's character

Lei Fei5.4325115
Jacky5.6335101
Pai5.432485
Shun5.533173
Sarah5.633657
El Blaze5.432538
Akira5.633738
Brad5.834526
Goh5.231030
Kage5.432636
Vanessa6.237420
Lion5.331637
Wolf5.834527
Taka5.231430
Eileen5.835125
Lau6.03606
Aoi5.130415
Jean5.63388

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

Lei Fei28151353.6%-4.1
Jacky2491537.5%-15.2
Pai2114766.7%+8.8
Shun1912763.2%+4.4
Sarah1761135.3%-27.7
El Blaze126650.0%-7.4
Akira105550.0%-4.5
Brad108280.0%+23.5
Goh104640.0%+0.8
Kage103730.0%-5.2
Vanessa104640.0%-13.1
Lion96366.7%+15.4
Wolf96366.7%+16.9
Taka74357.1%+27.9
Eileen64266.7%+5.3
Lau54180.0%+28.4
Aoi440100.0%+36.4
Jean2020.0%-48.3

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

Breakable Half Fence26121446.1%-2.3
Half Fence2416866.7%+12.9
Rectangle24101441.7%-18.7
Breakable Full Fence23131056.5%-0.8
Low Fence23121152.2%-3.5
Full Fence1881044.4%-7.1
Open1871138.9%-0.8
Full Fence and Open168850.0%-5.8
Single Wall159660.0%+6.8
Octagon770100.0%+39.3

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
Walls12254.1%54.4%-0.3
No walls5650.0%49.8%+0.2

Walls against open: -0.6 points (95% range -17.7 to +16.6), p 0.950 — 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

brothaman13 (Rank 29)2026/10/1895455.6%
The8thOne (Rank 29)2026/10/1765183.3%
WarriorX (Rank 29)2026/10/1784450.0%
Deznere (Rank 28)2026/10/1776185.7%
DDRMONKEY (Rank 27)2026/10/1685362.5%
onuelito (Rank 38)2026/10/161971236.8%
math_u_355/113 (Rank 29)2026/10/1364266.7%
Monroe (Rank 34)2026/10/1384450.0%
無謀 (Rank 38)2026/10/1371614.3%
Jaguar (Rank 34)2026/09/23440100.0%
H.P.Starcraft (Rank 27)2026/09/18440100.0%
legendaryhero (Rank 31)2026/09/09125741.7%
UltraShock5 (Rank 31)2026/09/0752340.0%
Potato_Lord27 (Rank 40)2026/08/3152340.0%
Gold---Mole (Rank 27)2026/08/31108280.0%
OpportunestTv_YT (Rank 26)2026/08/0464266.7%
NOS75000 (Rank 32)2026/07/0463350.0%
VF31998 (Rank 31)2026/06/0662433.3%
KDQBushido (Rank 32)2026/05/3161516.7%
SWAT1107 (Rank 30)2026/05/2676185.7%
own1jef123 (Rank 37)2026/05/264040.0%
Firebird710 (Rank 29)2026/05/26440100.0%
Jiikae (Rank 27)2026/05/114040.0%
B_Ninja210 (Rank 32)2026/03/2653260.0%
ROOBY (Rank 29)2026/03/2643175.0%

Round openings

Every character

punchP into Double KnucklePP7512.1%
Ducking Low2K+G589.3%
crouch into Low Knuckle2P274.3%
Rimon Chouchu66P254.0%
Low Drop Kick62K243.9%
up-back kick7K193.0%
backdash162.6%
Dash Elbow66P into Dash Elbow Upper66PP121.9%
Knee Push4K121.9%
Quick Shoulder66P+K111.8%
backdash into Tsunami Beat3K+G111.8%
Kenka Hook46P101.6%
Side Kick3K101.6%
evade up into guardG101.6%
Knee Push4K into Knee Push Wild Hook4KP91.4%

123 further openings account for the other 293 rounds.

Counted from 153 of the 167 matches played. The rest were not pulled for openings.

Jeffry

Career
259–214 · 54.8%
This season
105 matches · 52.4%
Peak rank
31

First hit in 56.3% of 389 rounds. Won 50.7% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

  • After opening the round before with “P punch into PP Double Knuckle”: opens with “2K+G Ducking Low” in 33.9% of rounds, against 10.1% after anything else.

How is this tested?

punchP into Double KnucklePP7518.9%
Ducking Low2K+G5814.6%
crouch into Low Knuckle2P276.8%
backdash133.3%
up-back kick7K133.3%
Dash Elbow66P into Dash Elbow Upper66PP123.0%
Knee Push4K123.0%
backdash into Tsunami Beat3K+G112.8%
Kenka Hook46P102.5%
Side Kick3K102.5%
Knee Push4K into Knee Push Wild Hook4KP92.3%
backdash into Side Kick3K92.3%
Heavy Back Knuckle4P into Stomach Destroyer4PK71.8%
backdash into Ducking Low2K+G71.8%
evade up into guardG71.8%

58 further openings account for the other 117 rounds.

Counted from 97 of the 105 matches played. The rest were not pulled for openings.

Wolf

Career
107–92 · 53.8%
This season
33 matches · 54.5%
Peak rank
26

First hit in 55.9% of 111 rounds. Won 51.6% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K2421.6%
Quick Shoulder66P+K119.9%
punchP into Dragonfish Blow6PP76.3%
Low Hammer2P65.4%
crouch into Low Hammer2P65.4%
punchP into Jab StraightPP65.4%
punchP54.5%
Jab StraightPP into One Two UpperPPP32.7%
backdash into Quick Shoulder66P+K32.7%
forward movement into Elbow Butt4P32.7%
forward movement into Low Smash2K32.7%
evade down into guardG21.8%
evade down into throwP+G21.8%
evade up into guardG21.8%
evade up into throwP+G21.8%

22 further openings account for the other 26 rounds.

Counted from 27 of the 33 matches played. The rest were not pulled for openings.

Akira

Career
128–128 · 50.0%
This season
19 matches · 42.1%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P2533.3%
crouch into Housui2P68.0%
Kaikyusei4P into Sayu Kaikyu4PP56.7%
Chouzan Housui46P+K45.3%
Jouho Senshou46P34.0%
back punch+kick4P+K34.0%
backdash22.7%
backdash into Koboku214P22.7%
backward movement into throwP+G22.7%
down, down-back punch+kick21P+K22.7%
down, down-back punch+kick21P+K into guardG22.7%
Geimon Tessen46P+K+G11.3%
Housui2P into Jouho Senshou46P11.3%
Kaikyusei4P into Jirou Tanzan4PP+K11.3%
backdash into Geimon Tessen46P+K+G11.3%

15 further openings account for the other 15 rounds.

Lion

Career
79–38 · 67.5%
This season
6 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Souji SenpuP+K416.0%
Kousoutai2K+G312.0%
Senputai8K312.0%
up-back kick7K312.0%
Senkyutai1K into guardG28.0%
punchP into Koushu RensuiPP28.0%
Banchu6P into Banchu Renkanshu6PP14.0%
Kishitsu Kasensou43P14.0%
Tougekisui1P into Tougeki Rensui1PP14.0%
backdash into Touku Rigou Bantaitetsu46K+G14.0%
backdash into evade down14.0%
crouch into Katousui2P14.0%
crouch into Tougeki Rensui1PP14.0%
evade up into Kousoutai2K+G14.0%

Aoi

Career
3–0 · 100.0%
This season
4 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G535.7%
Kusanagi2K+G214.3%
back punch+kick4P+K214.3%
Sou'unha66K17.1%
evade up17.1%
punchP into ShougerigasanePK17.1%
punchP into kickK17.1%
up, up-back kick87K17.1%

Not counted here: Goh, Jean. Their matches were not pulled for openings.

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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: 1 of 13 tests hold up
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Aoi: not tested (too few rounds)