VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

earth0529kouki

Career matches797
Career win rate47.7%
Round win rate40.8%
Peak rank24
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1323 Not ranked yet: the list needs 50 matches. See 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

Jeffry2465530435146.4%
Jean—142766653.5%

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

91 of 98 rounds counted

6.7 inputs a second (404 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.740491

By opponent's character

Jacky6.740223
Kage6.739914
Akira7.34379
Aoi7.04238
Lei Fei6.236910
Pai7.34368
Sarah6.53937
Eileen7.14254
Goh6.13664
Jean6.33784

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

Jacky6060.0%-42.7
Kage42250.0%+2.8
Akira31233.3%-6.3
Aoi21150.0%+25.5
Lei Fei220100.0%+70.5
Pai2020.0%-38.5
Sarah21150.0%+22.2
Eileen110100.0%+31.2
Goh110100.0%+52.1
Jean1010.0%-27.8

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 Fence72528.6%-6.4
Half Fence53260.0%+16.7
Rectangle41325.0%-7.3
Full Fence2020.0%-26.2
Breakable Full Fence1010.0%-65.4
Breakable Half Fence110100.0%+63.8
Full Fence and Open110100.0%+70.1
Octagon1010.0%-27.2
Single Wall1010.0%-33.0

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
Walls1435.7%38.1%-2.4
No walls825.0%32.9%-7.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

chimichama (Rank 21)2026/10/1421150.0%
bonbon (Rank 26)2026/10/111010.0%
HayanieMozu (Rank 22)2026/10/11110100.0%
ゅろぽ (Rank 24)2026/10/111010.0%
しろ☆おび。@のびしろF (Rank 27)2026/10/091010.0%
MAXマンピー (Rank 21)2026/10/06110100.0%
入れ込むかもしれない (Rank 26)2026/10/021010.0%
avolpe (Rank 24)2026/09/26110100.0%
negitoro999 (Rank 25)2026/09/13110100.0%
パニガーレ (Rank 24)2026/09/122020.0%
あぽろん (Rank 26)2026/08/221010.0%
ガンジャッキー (Rank 26)2026/08/191010.0%
ぽん (Rank 27)2026/08/1821150.0%
hexa-RAh (Rank 26)2026/07/0821150.0%
Gun-Interceptor (Rank 26)2026/07/021010.0%
xxjavateaxx (Rank 23)2026/06/12110100.0%
あずぱら (Rank 24)2026/05/311010.0%
コデリン03 (Rank 21)2026/05/311010.0%
東京特許許可局局長 (Rank 23)2026/05/09110100.0%
ZR615C (Rank 24)2026/05/091010.0%

Round openings

Jeffry

Career
304–351 · 46.4%
This season
24 matches · 37.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Hell Stab6P+K1217.6%
kickK into punchP1116.2%
Knee Push4K68.8%
forward movement into punchP68.8%
kickK68.8%
Elbow Butt6P into Elbow Hammer6PP34.4%
Middle Hell Stab6P+K into Body CrushP+K34.4%
Overblow Shoulder66P+K into Middle Hell Stab6P+K34.4%
Dash Elbow66P22.9%
crouch dash forward into throwP+G22.9%
kickK into Stunner KnuckleKP22.9%
Body CrushP+K11.5%
Body CrushP+K into Middle Hell Stab6P+K11.5%
Middle Hell Stab6P+K into Overblow Shoulder66P+K11.5%
backdash into Torpedo Head Butt4P+K11.5%

8 further openings account for the other 8 rounds.

Counted from 17 of the 24 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: not tested (too few rounds)