VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

nabezou_v8

Career matches1,890
Career win rate48.8%
Round win rate48.6%
Peak rank25
Distinct opponents112
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1279 #3,204 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

Jeffry251,89092396748.8%

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

737 of 739 rounds counted

5.2 inputs a second (309 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.2309737

By opponent's character

Akira5.0300138
Aoi5.4322113
Sarah5.030158
Lion5.432555
Jacky5.231245
Pai5.231345
Jean4.728235
Goh4.929533
Wolf5.130626
El Blaze5.130428
Kage5.130529
Jeffry5.130522
Shun5.834823
Eileen5.231219
Brad4.929416
Lau5.231516
Lei Fei5.432616
Vanessa5.231113
Taka5.73437

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

Akira37172046.0%-3.3
Aoi28141450.0%-5.0
Sarah156940.0%-10.4
Lion1431121.4%-13.3
Jacky125741.7%-10.4
Pai117463.6%+22.4
Jean94544.4%+3.0
Goh85362.5%+11.6
Wolf84450.0%+13.0
El Blaze74357.1%+9.2
Kage74357.1%+19.7
Jeffry64266.7%+11.7
Shun63350.0%+2.7
Eileen53260.0%+4.5
Brad41325.0%-33.7
Lau42250.0%+10.8
Lei Fei41325.0%-16.9
Vanessa31233.3%-9.6
Taka220100.0%+44.6

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Breakable Half Fence25121348.0%-0.7
Breakable Full Fence22111150.0%+3.8
Low Fence2191242.9%-5.8
Rectangle2171433.3%-11.0
Single Wall1971236.8%-14.7
Half Fence179852.9%+13.1
Octagon1711664.7%+12.1
Full Fence145935.7%-9.2
Full Fence and Open127558.3%+5.6
Open104640.0%-11.3

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
Walls11647.4%46.3%+1.1
No walls5040.0%49.3%-9.3

Walls against open: +10.4 points (95% range -5.6 to +26.4), p 0.203 — 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

NEKOz (Rank 27)2026/10/1761516.7%
t4a (Rank 24)2026/10/1741325.0%
委員ちょ@肝臓レス練習 (Rank 21)2026/10/1298188.9%
ukishiro (Rank 26)2026/10/1121150.0%
nekota (Rank 26)2026/10/1042250.0%
たわばTAWABA (Rank 27)2026/10/092020.0%
ゅろぽ (Rank 24)2026/09/2432166.7%
Jyuryoku_Eileen (Rank 25)2026/09/2332166.7%
108 (Rank 24)2026/09/223030.0%
kimxxxtt (Rank 22)2026/09/1631233.3%
☆瞳氷☆ (Rank 24)2026/09/1041325.0%
コデリン03 (Rank 23)2026/09/1021150.0%
qzmix (Rank 22)2026/08/2975271.4%
omuretukun (Rank 24)2026/08/2875271.4%
김치 (Rank 23)2026/08/1752340.0%
天道酬勤 (Rank 21)2026/08/1721150.0%
あずぱら (Rank 24)2026/08/0231233.3%
ma.ya2013 (Rank 27)2026/07/272020.0%
Martin1833 (Rank 25)2026/07/2721150.0%
Mevius1 (Rank 16)2026/07/0442250.0%
Shako_P (Rank 23)2026/07/0432166.7%
TigerMask (Rank 21)2026/07/03220100.0%
ねこ吉 (Rank 23)2026/06/2721150.0%
allgonnaworkout (Rank 23)2026/06/2521150.0%
御魂木ゑる (Rank 21)2026/06/09220100.0%

Round openings

Jeffry

Career
923–967 · 48.8%
This season
190 matches · 47.4%
Peak rank
25

First hit in 53.9% of 631 rounds. Won 52.4% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 2: opens with “crouch into 1PP Grizzly Hammer” in 29.3% of rounds, against 14.6% in their other rounds.
  • After opening the round before with “G guard”: opens with “G guard” in 24.5% of rounds, against 9.9% after anything else.

How is this tested?

crouch into Grizzly Hammer1PP11718.4%
backdash into Double Hammer Down43P9615.1%
backdash into Rising Hammer43PP7812.3%
guardG7011.0%
Hammer Slide1P into Grizzly Hammer1PP355.5%
backdash into guardG172.7%
Ducking Low2K+G152.4%
evade down132.0%
Middle Hell Stab6P+K111.7%
guardG into Knee Push Wild Hook4KP91.4%
Double Hammer Down43P81.3%
backdash into evade down81.3%
guardG into Grizzly Hammer1PP81.3%
Body CrushP+K71.1%
backdash into Low Knuckle2P71.1%

72 further openings account for the other 137 rounds.

Counted from 164 of the 190 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
Akira10–12 · 45%4–3 · 57%too few to test
Aoi7–10 · 41%2–1 · 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.

26 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: 2 of 15 tests hold up