VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

konagona-jef

Career matches4,703
Career win rate47.6%
Round win rate45.9%
Peak rank34
Distinct opponents130
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1636 #1,125 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

Jeffry344,7032,2392,46447.6%

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

1,651 of 1,904 rounds counted

7.5 inputs a second (448 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.54481,651

By opponent's character

Jacky7.6457342
Lau7.8469148
Goh7.6454117
Pai7.4445105
Jeffry7.444488
Sarah7.243397
Kage7.142584
Wolf7.746290
Brad7.4445100
Jean7.343797
Akira7.745972
El Blaze7.444267
Shun7.545273
Aoi7.042242
Taka7.243541
Lion7.343749
Vanessa7.142530
Dural7.54479

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

Jacky103416239.8%-0.2
Lau3892923.7%-16.4
Goh33122136.4%-8.5
Pai30102033.3%-6.5
Jeffry2992031.0%-14.0
Sarah28121642.9%+0.3
Kage25111444.0%+5.4
Wolf25111444.0%+6.0
Brad24121250.0%+16.9
Jean24111345.8%+0.7
Akira23101343.5%-3.9
El Blaze1881044.4%-0.3
Shun179852.9%+13.2
Aoi1310376.9%+33.7
Taka137653.9%+13.7
Lion125741.7%+4.0
Vanessa115645.5%+4.5
Dural2020.0%-40.7

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Half Fence63263741.3%-1.6
Low Fence54144025.9%-15.3
Open54233142.6%+1.9
Octagon49183136.7%-4.7
Breakable Half Fence48232547.9%+8.9
Full Fence47163134.0%-6.2
Rectangle43232053.5%+12.1
Single Wall39182146.1%+6.5
Breakable Full Fence38172144.7%+1.4
Full Fence and Open1661037.5%-5.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls28842.7%41.5%+1.2
No walls14737.4%40.2%-2.8

Walls against open: +4.0 points (95% range -5.9 to +13.9), p 0.431 — 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

poteto (Rank 35)2026/10/1862433.3%
GOODGODDOG (Rank 35)2026/10/1294544.4%
インド人を右に (Rank 33)2026/10/1164266.7%
ふぇに (Rank 35)2026/10/1137102727.0%
たけぞう (Rank 33)2026/10/0564266.7%
五寸釘くん (Rank 35)2026/10/0261516.7%
KKP (Rank 36)2026/09/27102820.0%
Melt (Rank 35)2026/09/24135838.5%
フェイス (Rank 36)2026/09/2452340.0%
かえる (Rank 38)2026/09/2474357.1%
Umemon2026 (Rank 35)2026/09/24103730.0%
イイクルーン (Rank 36)2026/09/2393633.3%
アレックス・ペレイラ (Rank 38)2026/09/22148657.1%
타우끼/taukee (Rank 36)2026/09/0772528.6%
くりたろう (Rank 36)2026/09/0682625.0%
bonbon (Rank 35)2026/09/06126650.0%
ツッチー (Rank 36)2026/08/2472528.6%
りてりん (Rank 34)2026/08/2371614.3%
★★★★★ (Rank 34)2026/07/2564266.7%
カミナリおやじ (Rank 31)2026/07/2163350.0%
テクノモデル (Rank 34)2026/07/21113827.3%
ぼっさん (Rank 36)2026/07/1261516.7%
嘩撃 (Rank 32)2026/07/1284450.0%
구닥스트렌져 (Rank 32)2026/06/2894544.4%
siroiro_16bit (Rank 38)2026/04/1293633.3%

Round openings

Jeffry

Career
2,239–2,464 · 47.6%
This season
468 matches · 41.0%
Peak rank
34

First hit in 52.1% of 1,638 rounds. Won 47.7% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 12.9% of rounds, against 7.0% in their other rounds.
  • Against Vanessa: moves in first in 41.5% of rounds, against 17.9% against everyone else.
  • After the opponent opened the round before by evading: waits first in 17.5% of rounds, against 9.9% after anything else.
  • In round 2: opens with “2P Low Knuckle” in 10.0% of rounds, against 6.2% in their other rounds.
  • Against Wolf: opens with “backdash into 46P Kenka Hook” in 12.5% of rounds, against 3.3% against everyone else.

How is this tested?

Low Knuckle2P1187.2%
backdash into evade down814.9%
forward movement into Double KnucklePP694.2%
backdash into Kenka Hook46P633.8%
crouch dash back into Middle Hell Stab6P+K613.7%
forward movement into punchP613.7%
guardG into throw escape482.9%
backdash into Elbow Butt6P392.4%
backdash into Double Hammer Down43P362.2%
backdash into Megaton Knuckle43P+K332.0%
throw escape301.8%
crouch into Side Kick3K291.8%
forward movement into Double Knuckle~UpperPPP291.8%
Elbow Butt6P into Elbow Hammer6PP281.7%
backdash into Head Attack46P+K211.3%

268 further openings account for the other 904 rounds.

Counted from 402 of the 468 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky20–33 · 38%8–16 · 33%too few to test
Goh8–13 · 38%1–3 · 25%too few to test
Jeffry4–9 · 31%3–9 · 25%too few to test
Sarah7–8 · 47%1–3 · 25%too few to test
Pai4–9 · 31%5–9 · 36%too few to test
Lau4–12 · 25%1–7 · 12%too few to test
Akira7–7 · 50%3–6 · 33%too few to test
Wolf8–7 · 53%2–5 · 29%too few to test
Brad7–6 · 54%3–5 · 38%too few to test
Jean8–5 · 62%2–5 · 29%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.

66 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

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