VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

Kenji_Niinuma

  • Pai
Career matches1,987
Career win rate52.6%
Round win rate50.6%
Peak rank34
Distinct opponents157
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1527 #1,830 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

Jeffry341,77893484452.5%
Pai282091129753.6%

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

1,839 of 1,839 rounds counted

7.5 inputs a second (448 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.54481,820
Pai7.545219

By opponent's character

Akira7.4447340
Jacky7.3436205
Jeffry7.7460193
Wolf7.7462120
Jean7.4445110
Goh7.4442102
Lau7.645498
El Blaze7.645790
Lei Fei7.243587
Lion7.645580
Kage7.545066
Sarah7.444468
Shun7.243462
Brad7.444261
Aoi7.545051
Vanessa7.645648
Eileen7.545219
Taka7.243514
Dural7.042012
Pai7.645813

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

Akira85454052.9%+5.7
Jacky53351866.0%+13.3
Jeffry48192939.6%-10.2
Wolf31171454.8%+1.1
Jean2862221.4%-26.3
Goh25111444.0%-9.5
Lau25101540.0%-9.3
El Blaze2291340.9%-9.5
Lei Fei2015575.0%+30.6
Lion1810855.6%+2.4
Kage1771041.2%-7.5
Sarah169756.2%-3.5
Shun1510566.7%+14.6
Brad149564.3%+11.4
Aoi135838.5%-13.0
Vanessa124833.3%-9.9
Eileen52340.0%-7.3
Taka43175.0%+21.4
Dural330100.0%+56.6
Pai31233.3%-10.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Rectangle64244037.5%-13.1
Half Fence54262848.1%-4.2
Full Fence53322160.4%+11.7
Low Fence48222645.8%-4.8
Octagon45202544.4%-5.3
Open44222250.0%+1.2
Single Wall44202445.5%-2.1
Breakable Half Fence35231265.7%+11.1
Breakable Full Fence33171651.5%-1.1
Full Fence and Open129375.0%+26.4

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
Walls28450.0%50.9%-0.9
No walls13647.1%48.8%-1.8

Walls against open: +0.8 points (95% range -10.8 to +12.5), p 0.889 — 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

BigBoin (Rank 35)2026/10/1572528.6%
ぬっき~@ (Rank 36)2026/10/15117463.6%
ふぇに (Rank 36)2026/10/1384450.0%
タイヨウ (Rank 32)2026/10/117070.0%
太鼓の別人@稲刈準備中 (Rank 31)2026/10/0573442.9%
ヘニオ (Rank 34)2026/10/042181338.1%
fwnd1396 (Rank 35)2026/10/0452340.0%
방가방가 (Rank 32)2026/10/0374357.1%
poco/ぽこ (Rank 35)2026/10/025050.0%
鳩男 (Rank 30)2026/10/0286275.0%
こうちゃん(`ー´)SRGM (Rank 29)2026/09/3054180.0%
ワクワク (Rank 33)2026/09/2982625.0%
nanami.madogiwa (Rank 31)2026/09/1564266.7%
zaduhkj (Rank 34)2026/09/1596366.7%
ルドルフ (Rank 33)2026/09/1342250.0%
クロサギ@はなちゃん (Rank 31)2026/09/1273442.9%
ダイナマイト門前仲町 (Rank 29)2026/09/1054180.0%
CELIS (Rank 28)2026/09/1042250.0%
キネマ (Rank 31)2026/09/03104640.0%
獣王(設定2) (Rank 30)2026/08/29550100.0%
gimoring (Rank 29)2026/08/28660100.0%
aona (Rank 35)2026/08/2662433.3%
え~る (Rank 33)2026/08/2074357.1%
会長さん (Rank 31)2026/08/1952340.0%
me3393 (Rank 11)2026/06/14550100.0%

Round openings

Every character

forward movement into punchP53432.3%
crouch dash back into Middle Hell Stab6P+K1096.6%
crouch into Middle Hell Stab6P+K965.8%
guardG925.6%
crouch dash forward into Full Swing Upper33P794.8%
crouch into Ducking Low2K+G543.3%
crouch into Full Swing Upper33P533.2%
evade up into crouch dash forward412.5%
guardG into Low Knuckle2P332.0%
Megaton Knuckle43P+K321.9%
crouch into Hell Dunk Hammer214P+K291.8%
guardG into evade up291.8%
guardG into evade down271.6%
evade up into throwP+G221.3%
guardG into punchP221.3%

127 further openings account for the other 400 rounds.

Counted from 411 of the 457 matches played. The rest were not pulled for openings.

Jeffry

Career
934–844 · 52.5%
This season
452 matches · 50.4%
Peak rank
34

First hit in 52.0% of 1,626 rounds. Won 53.7% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 10.8% of rounds, against 4.1% in their other rounds.
  • Against El Blaze: attacks straight away in 20.7% of rounds, against 5.0% against everyone else.
  • After opening the round before by moving in: backs off first in 18.7% of rounds, against 7.8% after anything else.
  • After the opponent opened the round before by evading: moves in first in 58.0% of rounds, against 41.7% after anything else.
  • In round 2: opens with “crouch into 6P+K Middle Hell Stab” in 9.2% of rounds, against 4.8% in their other rounds.
  • Against Wolf: opens with “G guard” in 15.4% of rounds, against 4.7% against everyone else.
  • After opening the round before with “forward movement into P punch”: opens with “crouch dash back into 6P+K Middle Hell Stab” in 14.8% of rounds, against 5.5% after anything else.

How is this tested?

forward movement into punchP52632.2%
crouch dash back into Middle Hell Stab6P+K1096.7%
crouch into Middle Hell Stab6P+K965.9%
guardG905.5%
crouch dash forward into Full Swing Upper33P794.8%
crouch into Ducking Low2K+G543.3%
crouch into Full Swing Upper33P533.2%
evade up into crouch dash forward412.5%
guardG into Low Knuckle2P332.0%
Megaton Knuckle43P+K322.0%
crouch into Hell Dunk Hammer214P+K291.8%
guardG into evade up281.7%
guardG into evade down271.6%
evade up into throwP+G221.4%
guardG into punchP211.3%

121 further openings account for the other 393 rounds.

Counted from 406 of the 452 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
Akira24–22 · 52%7–8 · 47%too few to test
Jacky21–9 · 70%8–5 · 62%too few to test
Jeffry13–24 · 35%4–2 · 67%too few to test
Wolf11–11 · 50%5–1 · 83%too few to test
Jean1–10 · 9%4–9 · 31%too few to test
Goh6–10 · 38%3–3 · 50%too few to test
El Blaze5–9 · 36%3–2 · 60%too few to test
Lei Fei9–2 · 82%6–3 · 67%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.

46 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?

Pai

Career
112–97 · 53.6%
This season
5 matches · 40.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP842.1%
guardG210.5%
Senchuken6P15.3%
Senchuken6P into backdash15.3%
Senchuken6P into throw escape15.3%
crouch into Souanshou3P+K15.3%
forward movement into RenshouPP15.3%
guardG into Souchuken2P15.3%
guardG into evade up15.3%
guardG into punchP15.3%
guardG into throw escape15.3%

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: 7 of 15 tests hold up
  • Pai: not tested (too few rounds)