VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

Kanabun_BIG_SALE

Career matches988
Career win rate55.3%
Round win rate48.7%
Peak rank32
Distinct opponents81
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1595 #1,381 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

Jeffry3298854644255.3%

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

733 of 907 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.4445733

By opponent's character

Jacky7.3440141
Akira7.5449103
Jean7.2434109
Aoi7.746086
El Blaze7.645547
Sarah6.941244
Lau7.947237
Wolf7.947227
Vanessa7.645513
Kage7.343629
Pai6.740018
Brad7.84698
Goh7.545117
Lion7.746217
Jeffry7.846613
Lei Fei7.444612
Shun7.54527
Taka7.14255

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

Jacky39172243.6%+1.8
Akira38251365.8%+17.7
Jean36152141.7%-5.7
Aoi2314960.9%+18.3
El Blaze1221016.7%-32.4
Sarah124833.3%-15.0
Lau92722.2%-26.7
Wolf97277.8%+38.1
Vanessa82625.0%-10.2
Kage74357.1%+16.9
Pai63350.0%-2.8
Brad4040.0%-27.5
Goh41325.0%-22.2
Lion42250.0%+12.2
Jeffry3030.0%-48.8
Lei Fei32166.7%+29.2
Shun31233.3%-10.3
Eileen2020.0%-48.9
Dural1010.0%-37.6
Taka1010.0%-33.9

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

Rectangle34161847.1%+4.7
Breakable Full Fence27121544.4%+0.4
Low Fence23121152.2%+0.2
Open2181338.1%-1.2
Breakable Half Fence2013765.0%+17.9
Full Fence2051525.0%-21.1
Octagon178947.1%+3.2
Single Wall156940.0%-0.8
Full Fence and Open145935.7%-14.0
Half Fence137653.9%+10.2

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
Walls13146.6%44.6%+2.0
No walls5944.1%44.6%-0.5

Walls against open: +2.5 points (95% range -13.5 to +18.4), p 0.760 — 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

ぬっき~@17000枚でた (Rank 33)2026/07/1784450.0%
LEO (Rank 31)2026/07/1662433.3%
Light (Rank 30)2026/07/15330100.0%
え~る (Rank 29)2026/07/1452340.0%
zakisan (Rank 35)2026/07/1482625.0%
さいたま梅澤/T.Umezawa (Rank 31)2026/07/1454180.0%
ふぇに (Rank 34)2026/06/1162433.3%
リーウ (Rank 33)2026/06/103030.0%
ちょいそる (Rank 33)2026/06/1041325.0%
弱者 (Rank 32)2026/06/094040.0%
maripon (Rank 30)2026/06/0783537.5%
ぼっさん (Rank 34)2026/06/0731233.3%
MikuMartineau (Rank 32)2026/06/0641325.0%
寿司眼鉄 (Rank 34)2026/06/064040.0%
タイヨウ (Rank 30)2026/06/0562433.3%
nanami.madogiwa (Rank 35)2026/06/04104640.0%
発生26F打撃投げ (Rank 30)2026/06/0431233.3%
avr_x2300w (Rank 28)2026/05/2532166.7%
ジョイソル (Rank 30)2026/05/2352340.0%
クレウル (Rank 31)2026/05/2131233.3%
pinturicchio (Rank 30)2026/05/1963350.0%
鳩男 (Rank 30)2026/05/18330100.0%
けいすけ新宿 (Rank 33)2026/05/0731233.3%
syounai (Rank 26)2026/05/0532166.7%
HIROCHILL (Rank 24)2026/05/05440100.0%

Round openings

Jeffry

Career
546–442 · 55.3%
This season
224 matches · 45.1%
Peak rank
32

First hit in 51.7% of 906 rounds. Won 52.6% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 15.2% of rounds, against 7.9% in their other rounds.
  • Against Akira: backs off first in 23.5% of rounds, against 13.9% against everyone else.
  • After opening the round before by moving in: waits first in 36.9% of rounds, against 18.7% after anything else.
  • In round 2: opens with “crouch into 6P+K Middle Hell Stab” in 12.1% of rounds, against 4.8% in their other rounds.
  • After opening the round before with “crouch into 6P+K Middle Hell Stab”: opens with “forward movement into P punch” in 60.9% of rounds, against 35.6% after anything else.

How is this tested?

forward movement into punchP31434.6%
crouch dash back into Middle Hell Stab6P+K626.8%
crouch into Middle Hell Stab6P+K606.6%
guardG384.2%
evade up into crouch dash forward364.0%
crouch dash forward into Full Swing Upper33P283.1%
evade up into throwP+G192.1%
crouch171.9%
crouch into Full Swing Upper33P151.6%
Tsunami Beat3K+G141.5%
crouch dash forward into guardG141.5%
crouch dash back into punchP121.3%
guardG into punchP121.3%
backdash into evade up111.2%
Megaton Knuckle43P+K101.1%

100 further openings account for the other 245 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky10–15 · 40%5–4 · 56%too few to test
Akira18–6 · 75%7–5 · 58%too few to test
Jean4–14 · 22%5–4 · 56%too few to test
Aoi7–4 · 64%2–0 · 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.

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 (15 here; about 0.8 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: 5 of 15 tests hold up