VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

handesu519

  • Wolf
  • Jacky
Career matches4,608
Career win rate50.1%
Round win rate49.5%
Peak rank32
Distinct opponents154
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1550 #1,675 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

Jeffry312,1111,0511,06049.8%
Wolf321,80290689650.3%
Jacky2869535434150.9%

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

1,219 of 1,838 rounds counted

8.0 inputs a second (481 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.0481981
Jeffry7.8467123
Jacky8.3498115

By opponent's character

Akira8.4506196
Wolf7.7464132
Jacky8.1486132
Jeffry7.645762
Jean7.947384
Sarah8.048165
Lion8.148569
Brad7.545347
Goh8.249079
Kage7.846552
El Blaze8.249048
Shun8.047755
Vanessa8.148655
Lau8.551035
Pai7.846720
Aoi8.048232
Lei Fei7.645636
Taka8.551012
Dural7.84658

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

Akira70403057.1%+8.9
Wolf53272650.9%-1.9
Jacky45212446.7%-3.6
Jeffry31121938.7%-8.3
Jean30171356.7%+6.9
Sarah30161453.3%-1.1
Lion29161355.2%+6.0
Brad25101540.0%-10.5
Goh2014670.0%+19.4
Kage2091145.0%-0.3
El Blaze1941521.1%-29.2
Shun1961331.6%-17.6
Vanessa1851327.8%-23.2
Lau1611568.8%+18.6
Pai107370.0%+14.3
Aoi85362.5%+12.1
Lei Fei84450.0%+7.7
Taka330100.0%+50.6
Dural21150.0%+12.8

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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 Full Fence63342954.0%+2.8
Full Fence58302851.7%+1.4
Open58273146.5%-3.6
Octagon56312555.4%+4.2
Rectangle56223439.3%-11.6
Half Fence40132732.5%-14.9
Breakable Half Fence37201754.0%+5.1
Single Wall35201557.1%+7.0
Low Fence24131154.2%+5.3
Full Fence and Open138561.5%+14.6

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls31048.4%50.0%-1.6
No walls11751.3%49.9%+1.4

Walls against open: -3.1 points (95% range -13.9 to +7.8), p 0.579 — 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

camelvf (Rank 26)2026/10/1895455.6%
BANANA (Rank 29)2026/10/1882625.0%
Bird-Tat (Rank 32)2026/10/0473442.9%
tamaneen (Rank 30)2026/10/02126650.0%
orz (Rank 29)2026/09/1954180.0%
みとG_ちゃんねる (Rank 29)2026/09/1754180.0%
ryu0613 (Rank 29)2026/09/156060.0%
キネマ (Rank 30)2026/08/0453260.0%
CELIS (Rank 27)2026/08/03118372.7%
ヘニオ (Rank 33)2026/07/29116554.5%
m01ch1 (Rank 27)2026/07/2794544.4%
え~る (Rank 31)2026/07/2494544.4%
ぬっき~@挑発者4ね! (Rank 34)2026/07/2471614.3%
mmmsm (Rank 31)2026/07/2462433.3%
うめおに。 (Rank 32)2026/07/2365183.3%
りゅうのすけ (Rank 31)2026/07/2284450.0%
鳩男 (Rank 30)2026/07/2194544.4%
ニトロ (Rank 33)2026/07/2153260.0%
ArtemisArchitecture (Rank 32)2026/06/2381712.5%
FUJI (Rank 28)2026/05/2864266.7%
nasumiso (Rank 28)2026/05/2753260.0%
Nn_nekosuke (Rank 26)2026/05/2053260.0%
事務員さん (Rank 32)2026/05/1853260.0%
michinoku1ritabi (Rank 23)2026/05/1764266.7%
becks_r3 (Rank 34)2026/04/1964266.7%

Round openings

Every character

backdash into evade up28916.3%
Quick Shoulder66P+K774.3%
backdash into throwP+G512.9%
evade down422.4%
evade down into crouch dash forward422.4%
forward dash into Low Drop Kick62K382.1%
guardG352.0%
forward dash into guardG311.8%
evade down into forward dash271.5%
evade down into guardG261.5%
Middle Hell Stab6P+K211.2%
crouch201.1%
Low Drop Kick62K191.1%
backdash into Scoop Kick4K+G191.1%
evade up into crouch dash forward191.1%

318 further openings account for the other 1,019 rounds.

Counted from 439 of the 456 matches played. The rest were not pulled for openings.

Wolf

Career
906–896 · 50.3%
This season
260 matches · 48.1%
Peak rank
32

First hit in 46.2% of 1,041 rounds. Won 50.3% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 31.9% of rounds, against 16.3% in their other rounds.
  • Against Akira: backs off first in 45.8% of rounds, against 25.6% against everyone else.
  • After opening the round before by evading: evades first in 24.6% of rounds, against 14.0% after anything else.
  • In round 1: opens with “forward dash into G guard” in 4.2% of rounds, against 1.8% in their other rounds.
  • Against Akira: opens with “backdash into P+G throw” in 6.8% of rounds, against 1.2% against everyone else.

How is this tested?

backdash into evade up13112.4%
Quick Shoulder66P+K777.3%
forward dash into Low Drop Kick62K383.6%
forward dash into guardG252.4%
backdash into throwP+G232.2%
evade down222.1%
guardG222.1%
evade down into crouch dash forward212.0%
Low Drop Kick62K191.8%
backdash into Elbow Butt4P181.7%
forward dash into throwP+G181.7%
Rolling Savate6K+G171.6%
evade down into guardG171.6%
forward dash into Screw Lariat63214PP171.6%
crouch dash back into Short Shoulder46P+K161.5%

192 further openings account for the other 576 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–11 · 52%10–7 · 59%too few to test
Jacky9–14 · 39%3–2 · 60%too few to test
Wolf8–5 · 62%4–8 · 33%too few to test
Goh8–2 · 80%6–4 · 60%too few to test
Jean6–8 · 43%0–0 · —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
1,051–1,060 · 49.8%
This season
117 matches · 53.9%
Peak rank
31

First hit in 51.8% of 436 rounds. Won 54.4% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 69.1% of rounds, against 48.4% against everyone else.
  • After opening the round before by evading: evades first in 37.0% of rounds, against 10.4% after anything else.

How is this tested?

backdash into evade up9421.3%
Middle Hell Stab6P+K214.8%
backdash into throwP+G204.5%
backdash into Scoop Kick4K+G194.3%
evade down163.6%
crouch dash back into Scoop Kick4K+G143.2%
guardG122.7%
backdash into Kenka Hook46P112.5%
crouch dash forward into Low Knuckle2P102.3%
crouch into Tsunami Beat3K+G102.3%
evade down into crouch dash forward102.3%
backdash into Overblow Shoulder66P+K92.0%
Overblow Shoulder66P+K81.8%
crouch81.8%
Middle Hell Stab6P+K into Body CrushP+K71.6%

85 further openings account for the other 172 rounds.

Counted from 108 of the 117 matches played. The rest were not pulled for openings.

Jacky

Career
354–341 · 50.9%
This season
79 matches · 50.6%
Peak rank
28

First hit in 45.6% of 272 rounds. Won 54.8% 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?

backdash into evade up6423.1%
Dash Hammer Kick66K into High Angle Upper Kick6K155.4%
crouch into Low Spin Kick1K+G145.0%
evade down into crouch dash forward114.0%
forward dash into High Angle Upper Kick6K103.6%
backdash into Spin Heel Sword4K+G93.2%
backdash into throwP+G82.9%
evade down into forward dash62.2%
forward movement into Jab Double StraightPPP51.8%
backdash into Long Stride Back Knuckle4P+K41.4%
backdash into Low Spin Kick1K+G41.4%
backward movement into evade up41.4%
evade down41.4%
Dash Hammer Kick66K31.1%
Middle Spin Kick46K+G into Spinning KickK+G31.1%

78 further openings account for the other 113 rounds.

Counted from 71 of the 79 matches played. The rest 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 (30 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

  • Wolf: 5 of 15 tests hold up
  • Jeffry: 2 of 15 tests hold up
  • Jacky: not tested (too few rounds)