VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

コナモン@konamon4119

Career matches3,902
Career win rate48.5%
Round win rate47.1%
Peak rank30
Distinct opponents270
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1486 #2,122 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

Jeffry303,9021,8922,01048.5%

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

2,176 of 2,467 rounds counted

6.1 inputs a second (366 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.13662,176

By opponent's character

Akira6.0359230
Wolf6.0360225
Jacky6.2370181
Sarah5.9355206
Pai6.1364175
Lion6.4382157
Shun6.2373156
Kage6.2371149
Lau5.8349125
Aoi6.2373103
Goh6.237488
Jeffry5.935277
El Blaze6.036185
Brad6.338057
Jean6.237023
Vanessa6.337838
Eileen6.337637
Taka6.438230
Lei Fei5.935225
Dural6.13679

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

Akira77364146.8%+2.3
Wolf62372559.7%+19.1
Jacky55253045.5%+1.6
Sarah54213338.9%-4.3
Pai45242153.3%+5.0
Lion42172540.5%-3.8
Shun42202247.6%-2.8
Kage36122433.3%-10.8
Lau31102132.3%-8.1
Aoi27131448.1%-3.9
Goh26151157.7%+13.8
Jeffry2481633.3%-7.5
El Blaze2171433.3%-7.9
Brad1761135.3%-4.2
Jean116554.5%+9.5
Vanessa103730.0%-20.8
Eileen95455.6%+9.3
Taka83537.5%-10.6
Lei Fei6060.0%-42.3
Dural32166.7%+28.0

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.

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

Full Fence81285334.6%-11.2
Octagon70393155.7%+14.1
Low Fence66293743.9%-2.3
Half Fence61253641.0%-3.3
Breakable Half Fence59273245.8%+0.8
Open56223439.3%-7.2
Rectangle56263046.4%+1.2
Single Wall56272948.2%+2.5
Breakable Full Fence51203139.2%-5.0
Full Fence and Open1991047.4%+0.8

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
Walls37843.7%44.3%-0.6
No walls17843.8%45.9%-2.1

Walls against open: +1.5 points (95% range -8.5 to +11.4), p 0.772 — 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

th19750405 (Rank 27)2026/10/1751420.0%
たわばTAWABA (Rank 29)2026/10/165050.0%
bakureturanbu (Rank 30)2026/10/1664266.7%
ラオゥ (Rank 26)2026/10/1682625.0%
hot-milk-www (Rank 31)2026/10/1683537.5%
uki-Jaguar (Rank 26)2026/10/1484450.0%
monky-d-taku (Rank 30)2026/10/1452340.0%
しょくにんマン (Rank 29)2026/10/091771041.2%
かげちよ (Rank 26)2026/10/09125741.7%
ぽん (Rank 29)2026/10/0652340.0%
え~る (Rank 27)2026/10/0286275.0%
Teruo_1114 (Rank 31)2026/09/2462433.3%
PinMen (Rank 32)2026/09/2452340.0%
ER_higante (Rank 29)2026/09/2454180.0%
neco (Rank 23)2026/09/1552340.0%
markey39 (Rank 29)2026/09/1061516.7%
tubaki_ok (Rank 27)2026/09/0853260.0%
みの (Rank 25)2026/09/0862433.3%
iruka7 (Rank 23)2026/09/0854180.0%
fuuchanakira (Rank 29)2026/09/0884450.0%
44884 (Rank 25)2026/08/3072528.6%
go-to_to2012 (Rank 29)2026/08/2851420.0%
misoazy (Rank 29)2026/08/2153260.0%
horahukin-DRZ (Rank 26)2026/08/1852340.0%
syounai (Rank 26)2026/05/1265183.3%

Round openings

Jeffry

Career
1,892–2,010 · 48.5%
This season
606 matches · 44.5%
Peak rank
30

First hit in 46.6% of 2,134 rounds. Won 51.5% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 26.7% of rounds, against 7.4% in their other rounds.
  • Against Shun: backs off first in 9.6% of rounds, against 0.7% against everyone else.
  • After winning a round: attacks straight away in 11.6% of rounds, against 3.6% after losing one.
  • When ahead: attacks straight away in 10.8% of rounds, against 5.5% when level or behind.
  • In round 1: opens with “6P+K Middle Hell Stab” in 9.9% of rounds, against 2.9% in their other rounds.
  • Against Sarah: opens with “G guard” in 28.3% of rounds, against 19.9% against everyone else.
  • After opening the round before with “G guard into evade up”: opens with “G guard into evade up” in 15.3% of rounds, against 5.6% after anything else.
  • After winning a round: opens with “G guard into 6P+K Middle Hell Stab” in 8.7% of rounds, against 3.6% after losing one.
  • When behind: opens with “G guard” in 24.1% of rounds, against 19.0% when ahead or level.

How is this tested?

guardG43820.5%
guardG into Middle Hell Stab6P+K1446.7%
guardG into evade up1004.7%
guardG into Scoop Kick4K+G994.6%
Middle Hell Stab6P+K984.6%
guardG into Hammer Slide1P643.0%
guardG into Toe Kick2K592.8%
guardG into Side Kick3K492.3%
guardG into Knee Push4K422.0%
guardG into punchP411.9%
Hammer Slide1P into Grizzly Hammer1PP401.9%
guardG into throw escape401.9%
guardG into Grizzly Hammer1PP371.7%
evade up into Full Swing Upper33P361.7%
guardG into Full Swing Upper33P341.6%

182 further openings account for the other 816 rounds.

Counted from 524 of the 606 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
Akira18–24 · 43%12–12 · 50%too few to test
Wolf20–13 · 61%10–6 · 62%too few to test
Jacky12–17 · 41%6–9 · 40%too few to test
Pai12–12 · 50%5–8 · 38%too few to test
Sarah7–11 · 39%2–14 · 12%too few to test
Lion13–11 · 54%2–6 · 25%too few to test
Shun13–13 · 50%3–3 · 50%too few to test
Kage6–17 · 26%1–6 · 14%too few to test
Goh7–7 · 50%4–3 · 57%too few to test
Lau8–12 · 40%1–5 · 17%too few to test
Jeffry5–12 · 29%3–4 · 43%too few to test
Aoi6–9 · 40%4–1 · 80%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.

82 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 (17 here; about 0.9 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: 9 of 17 tests hold up