VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

GiGO南町田グランベリー

Career matches2,975
Career win rate35.7%
Round win rate41.6%
Peak rank22
Distinct opponents75
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1205 #3,423 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

Jeffry222,9751,0621,91335.7%

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

485 of 759 rounds counted

6.4 inputs a second (387 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.4387485

By opponent's character

Akira6.237482
Goh6.539153
Wolf6.338036
Jeffry6.136644
Aoi6.539362
El Blaze6.338020
Sarah6.438633
Pai7.04208
Lau6.74017
Lei Fei6.740020
Taka6.63979
Vanessa7.142620
Eileen6.841127
Shun6.740411
Jean6.136618
Lion7.04233
Brad6.337610
Jacky6.639410
Kage6.136612

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

Akira2491537.5%+7.2
Goh20101050.0%+16.2
Wolf1951426.3%-9.2
Jeffry1841422.2%-11.1
Aoi169756.2%+23.4
El Blaze93633.3%+5.7
Sarah94544.4%+10.3
Pai81712.5%-18.9
Lau71614.3%-30.2
Lei Fei72528.6%-10.4
Taka72528.6%-7.0
Vanessa73442.9%+19.5
Eileen61516.7%-17.9
Shun63350.0%+17.5
Jean51420.0%-20.5
Lion52340.0%+9.3
Brad3030.0%-33.8
Jacky31233.3%-2.5
Kage3030.0%-40.5
Dural21150.0%+18.0

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

Low Fence3072323.3%-15.9
Rectangle2891932.1%-1.2
Octagon25111444.0%+11.7
Full Fence2191242.9%+9.9
Breakable Half Fence1751229.4%+1.3
Open1741323.5%-13.0
Single Wall1751229.4%+0.1
Breakable Full Fence136746.1%+14.7
Full Fence and Open52340.0%+5.7
Half Fence31233.3%-4.1

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
Walls10738.3%32.8%+5.6
No walls6425.0%34.3%-9.3

Walls against open: +14.9 points (95% range -0.5 to +30.3), p 0.058 — 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

yonchi41 (Rank 23)2026/08/2932166.7%
unknown (Rank 22)2026/08/2963350.0%
ASSERT(m_pThink); (Rank 21)2026/08/0271614.3%
pats0802 (Rank 24)2026/08/023030.0%
nr636 (Rank 11)2026/08/0241325.0%
kota_mofumofu (Rank 21)2026/07/2762433.3%
hide2480gt (Rank 22)2026/07/2754180.0%
しょう (Rank 22)2026/07/2662433.3%
∞オロチ丸∞ (Rank 24)2026/07/254040.0%
finalkinoko (Rank 19)2026/07/253030.0%
SouzaTheo (Rank 24)2026/07/2131233.3%
NEKO-PUNCH318 (Rank 24)2026/07/1343175.0%
ぷりんタルト・ω・ (Rank 22)2026/06/2631233.3%
Sevengar01 (Rank 22)2026/06/2631233.3%
6132da (Rank 23)2026/06/1331233.3%
omuretukun (Rank 21)2026/06/1332166.7%
もっちぃ (Rank 21)2026/06/0871614.3%
マッスルトマト (Rank 24)2026/06/0862433.3%
nyanpp (Rank 21)2026/05/2332166.7%
Cap2007 (Rank 23)2026/05/2352340.0%
けーすけ (Rank 21)2026/05/1773442.9%
你Know鼠一,but鼠二 (Rank 21)2026/05/1042250.0%
j-molosky (Rank 21)2026/05/0631233.3%
[Garnet]agingcurvedAjeossi (Rank 24)2026/05/0641325.0%
みっくん (Rank 23)2026/04/1931233.3%

Round openings

Jeffry

Career
1,062–1,913 · 35.7%
This season
184 matches · 33.7%
Peak rank
22

First hit in 46.4% of 758 rounds. Won 41.2% of the rounds they struck first, 41.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 53.8% of rounds, against 35.1% in their other rounds.
  • Against Jeffry: attacks straight away in 50.7% of rounds, against 29.6% against everyone else.
  • After opening the round before by backing off: backs off first in 43.6% of rounds, against 28.7% after anything else.
  • After winning a round: evades first in 35.8% of rounds, against 17.1% after losing one.
  • When ahead: evades first in 37.4% of rounds, against 22.1% when level or behind.
  • After winning a round: opens with “evade down” in 9.8% of rounds, against 2.8% after losing one.

How is this tested?

evade down435.7%
Hammer Slide1P into Grizzly Hammer1PP395.1%
Knee Attack6K273.6%
backdash into backward movement273.6%
backdash243.2%
backdash into Grizzly Hammer1PP243.2%
evade up222.9%
backdash into Rising Hammer43PP202.6%
backdash into evade down192.5%
punchP into throwP+G172.2%
evade down into throwP+G152.0%
Hell Dunk Elbow2P+K141.8%
backdash into guardG141.8%
evade up into Hell Dunk Elbow2P+K131.7%
Knee Push4K into Knee Push Wild Hook4KP111.4%

161 further openings account for the other 430 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–6 · 50%3–9 · 25%too few to test
Goh7–7 · 50%2–2 · 50%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?

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: 6 of 14 tests hold up