VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

ごめす

  • Jacky
Career matches3,277
Career win rate42.6%
Round win rate47.7%
Peak rank24
Distinct opponents155
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1318 #3,053 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

Jeffry243,2301,3871,84342.9%
Jacky1647103721.3%

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

1,295 of 1,724 rounds counted

8.8 inputs a second (526 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.85261,295

By opponent's character

Akira8.8525224
Aoi8.8529162
Jacky8.953690
Sarah8.5508113
Goh9.053890
Pai8.752191
Kage8.752370
Wolf9.054065
Lei Fei8.752382
Lau8.953363
El Blaze9.053837
Shun8.752447
Lion8.550932
Jean8.551037
Jeffry8.651636
Vanessa9.054023
Brad8.651319
Taka8.953511
Eileen8.04773

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

Akira74304440.5%-6.9
Aoi47212644.7%+1.9
Jacky37231462.2%+15.4
Sarah36132336.1%-3.9
Goh29131644.8%-0.7
Pai29151451.7%+7.5
Kage26151157.7%+3.3
Wolf2662023.1%-13.1
Lei Fei2161528.6%-8.1
Lau1912763.2%+13.9
El Blaze1881044.4%+5.5
Shun1651131.2%-18.6
Lion1541126.7%-11.9
Jean114736.4%-3.7
Jeffry117463.6%+5.8
Vanessa86275.0%+22.8
Brad53260.0%+14.0
Taka31233.3%-7.7
Eileen110100.0%+34.4

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

Open50183236.0%-10.0
Rectangle48232547.9%+4.2
Full Fence45242153.3%+9.7
Half Fence45182740.0%-5.0
Octagon41182343.9%+2.1
Single Wall40211952.5%+12.4
Breakable Full Fence38152339.5%-4.4
Breakable Half Fence38201852.6%+3.5
Low Fence33132039.4%-6.5
Full Fence and Open25101540.0%-6.5

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
Walls25546.3%44.7%+1.6
No walls12342.3%43.8%-1.5

Walls against open: +3.2 points (95% range -7.5 to +13.8), p 0.563 — 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

Martin1833 (Rank 25)2026/10/1873442.9%
MAXマンピー (Rank 21)2026/10/17550100.0%
chimichama (Rank 21)2026/09/121511473.3%
kimxxxtt (Rank 22)2026/09/1263350.0%
三輪ですが@SRGM (Rank 24)2026/09/0562433.3%
フォアグラVtuber (Rank 23)2026/09/03114736.4%
김치 (Rank 23)2026/08/301321115.4%
dalmax72 (Rank 21)2026/08/30104640.0%
snjpeeee (Rank 23)2026/08/2453260.0%
Mon3tr (Rank 21)2026/08/04550100.0%
ttfour@サラしかできないw (Rank 24)2026/07/3043175.0%
亀 (Rank 25)2026/07/276060.0%
CHASER (Rank 22)2026/07/27103730.0%
nekota (Rank 23)2026/07/2552340.0%
コデリン03 (Rank 22)2026/07/2154180.0%
hitokabe2003 (Rank 23)2026/07/1943175.0%
トローリロートル (Rank 24)2026/07/0652340.0%
ma.ya2013 (Rank 25)2026/07/0451420.0%
津古さん (Rank 24)2026/07/0252340.0%
けつ毛バーガー相場 (Rank 20)2026/06/2182625.0%
kuni_sato (Rank 23)2026/05/3054180.0%
こて (Rank 26)2026/05/294040.0%
kobaman (Rank 25)2026/05/205050.0%
PoPo (Rank 21)2026/05/1854180.0%
cs2skoda (Rank 23)2026/05/1552340.0%

Round openings

Every character

guardG into evade down935.5%
crouch into down-back kick1K794.7%
backdash into Rising Hammer43PP643.8%
backdash into guardG623.7%
Knee Push4K into Knee Push Wild Hook4KP563.3%
backdash into Tsunami Beat3K+G422.5%
backdash into Head Attack46P+K402.4%
backdash into Side Kick3K332.0%
backdash into Kenka Hook46P301.8%
crouch into Side Kick3K301.8%
forward movement into punchP301.8%
Knee Push4K291.7%
backdash into Middle Hell Stab6P+K281.7%
evade down into guardG281.7%
forward dash into guardG241.4%

336 further openings account for the other 1,009 rounds.

Counted from 421 of the 432 matches played. The rest were not pulled for openings.

Jeffry

Career
1,387–1,843 · 42.9%
This season
423 matches · 44.7%
Peak rank
24

First hit in 57.5% of 1,634 rounds. Won 51.8% of the rounds they struck first, 42.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 13.8% of rounds, against 7.2% in their other rounds.
  • After winning a round: backs off first in 45.1% of rounds, against 24.8% after losing one.
  • When ahead: backs off first in 43.5% of rounds, against 28.7% when level or behind.
  • In round 1: opens with “G guard into evade down” in 11.9% of rounds, against 3.5% in their other rounds.
  • Against Jacky: opens with “backdash into 43PP Rising Hammer” in 9.2% of rounds, against 3.4% against everyone else.
  • After winning a round: opens with “backdash into G guard” in 6.4% of rounds, against 1.9% after losing one.
  • When behind: opens with “G guard into evade down” in 5.5% of rounds, against 2.0% when ahead or level.

How is this tested?

guardG into evade down925.6%
crouch into down-back kick1K794.8%
backdash into Rising Hammer43PP643.9%
backdash into guardG623.8%
Knee Push4K into Knee Push Wild Hook4KP563.4%
backdash into Tsunami Beat3K+G422.6%
backdash into Head Attack46P+K402.4%
backdash into Side Kick3K332.0%
backdash into Kenka Hook46P301.8%
crouch into Side Kick3K301.8%
forward movement into punchP301.8%
Knee Push4K291.8%
backdash into Middle Hell Stab6P+K281.7%
evade down into guardG271.6%
Middle Hell Stab6P+K231.4%

313 further openings account for the other 973 rounds.

Counted from 412 of the 423 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
Akira18–25 · 42%7–11 · 39%too few to test
Aoi13–14 · 48%4–8 · 33%too few to test
Jacky12–7 · 63%6–5 · 55%too few to test
Sarah10–12 · 45%3–8 · 27%too few to test
Goh8–7 · 53%2–2 · 50%too few to test
Pai8–7 · 53%5–6 · 45%too few to test
Kage7–7 · 50%5–3 · 62%too few to test
Wolf1–8 · 11%3–10 · 23%too few to test
Lei Fei3–9 · 25%2–4 · 33%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.

11 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?

Jacky

Career
10–37 · 21.3%
This season
9 matches · 44.4%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Middle Spin Kick46K+G410.3%
Slide Shuffle (Deflect)4P+K+G25.1%
forward movement into Jab Double StraightPPP25.1%
offensive move25.1%
High Angle Upper Kick6K12.6%
Jab StraightPP into Jab Double StraightPPP12.6%
Low Spin Kick1K+G12.6%
Spin Heel Sword4K+G into Low Spin Kick1K+G12.6%
Spin Heel Sword4K+G into Middle Spin Kick46K+G12.6%
Spinning Back Knuckle4P into Double Back Knuckle4PP12.6%
Spinning Back Knuckle4P into Spinning Arm Kick4PK12.6%
Spinning KickK+G into Low Spin Kick1K+G12.6%
Step-in Middle Kick66K+G into Groin Kick6K+G12.6%
backdash12.6%
backdash into Dragon Combination 11P+K12.6%

18 further openings account for the other 18 rounds.

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 (16 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 16 tests hold up
  • Jacky: not tested (too few rounds)