VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

suzuki_kemarikusonae

Career matches140
Career win rate39.3%
Round win rate40.1%
Peak rank21
Distinct opponents52
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1092 #3,602 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

Jeffry21140558539.3%

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

484 of 484 rounds counted

7.0 inputs a second (422 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.0422484

By opponent's character

Wolf7.746363
Kage7.544851
Vanessa6.841056
Lion6.941643
Akira6.136743
Aoi7.544832
El Blaze7.243522
Dural6.941420
Shun7.042220
Eileen7.243313
Goh6.941316
Lau7.041817
Lei Fei6.136815
Brad5.533114
Jacky7.444613
Jean7.846612
Jeffry7.846812
Pai6.237312
Taka5.63356
Sarah6.53924

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

Wolf1651131.2%-0.2
Kage135838.5%+9.1
Vanessa125741.7%-2.0
Lion114736.4%+1.8
Akira106460.0%+15.7
Aoi72528.6%-13.6
El Blaze61516.7%-28.6
Dural52340.0%+18.1
Shun51420.0%-12.5
Eileen41325.0%-3.5
Goh4040.0%-13.8
Lau4040.0%-20.5
Lei Fei42250.0%+12.5
Brad31233.3%-14.3
Jacky31233.3%+13.9
Jean32166.7%+30.7
Jeffry31233.3%+8.3
Pai31233.3%+19.8
Taka2020.0%-34.8
Sarah1010.0%-21.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence1951426.3%-5.3
Half Fence125741.7%+15.0
Open125741.7%+6.0
Rectangle114736.4%-0.7
Breakable Half Fence103730.0%-6.6
Octagon104640.0%+11.2
Breakable Full Fence92722.2%-9.4
Low Fence94544.4%-3.8
Single Wall82625.0%-5.2
Full Fence and Open71614.3%-22.4

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
Walls7132.4%31.9%+0.5
No walls2937.9%38.1%-0.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

dark-baron (Rank 21)63350.0%
KAZAN6325 (Rank 18)51420.0%
a39611619 (Rank 21)53260.0%
Pikachu-01-2000 (Rank 11)440100.0%
yoshino_takekoma (Rank 19)4040.0%
だっちん (Rank 15)4040.0%
真 (Rank 24)4040.0%
AiokometeZ (Rank 23)31233.3%
MELTBUTTER (Rank 22)32166.7%
so-ka-si-12-06 (Rank 21)31233.3%
sonic_heroics54 (Rank 13)3030.0%
あぶにしなか (Rank 18)31233.3%
なごみ (Rank 16)32166.7%
スタンプジャンパー (Rank 21)32166.7%
富美 (Rank 21)31233.3%
BudEkins_may (Rank 23)2020.0%
CLEARCARE (Rank 40)2020.0%
Vertabral (Rank 11)21150.0%
Zenpro-052 (Rank 33)2020.0%
mikichan_213 (Rank 23)2020.0%
warukumadorikuma (Rank 25)2020.0%
★闘将拉麵男★ (Rank 38)2020.0%
しらひめ (Rank 5)220100.0%
テツキチ (Rank 12)2020.0%
김멋있다 (Rank 21)2020.0%

Most played opponents, most recent first

yoshino_takekoma (Rank 19)2026/09/094040.0%
真 (Rank 24)2026/09/094040.0%
MELTBUTTER (Rank 22)2026/09/0732166.7%
김멋있다 (Rank 21)2026/09/062020.0%
富美 (Rank 21)2026/09/0631233.3%
dark-baron (Rank 21)2026/09/0663350.0%
KAZAN6325 (Rank 18)2026/09/0651420.0%
Pikachu-01-2000 (Rank 11)2026/09/06440100.0%
なごみ (Rank 16)2026/09/0632166.7%
mikichan_213 (Rank 23)2026/09/062020.0%
a39611619 (Rank 21)2026/09/0653260.0%
warukumadorikuma (Rank 25)2026/09/052020.0%
AiokometeZ (Rank 23)2026/09/0531233.3%
★闘将拉麵男★ (Rank 38)2026/09/042020.0%
BudEkins_may (Rank 23)2026/09/042020.0%
スタンプジャンパー (Rank 21)2026/09/0432166.7%
あぶにしなか (Rank 18)2026/09/0331233.3%
CLEARCARE (Rank 40)2026/09/032020.0%
Zenpro-052 (Rank 33)2026/09/032020.0%
Vertabral (Rank 11)2026/09/0321150.0%
sonic_heroics54 (Rank 13)2026/08/313030.0%
so-ka-si-12-06 (Rank 21)2026/08/3131233.3%
しらひめ (Rank 5)2026/08/31220100.0%
テツキチ (Rank 12)2026/08/312020.0%
だっちん (Rank 15)2026/08/314040.0%

Round openings

Jeffry

Career
55–85 · 39.3%
This season
119 matches · 33.6%
Peak rank
21

First hit in 56.8% of 484 rounds. Won 41.8% of the rounds they struck first, 37.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG into evade down11323.4%
evade down into guardG418.5%
guardG into Knee Attack6K296.0%
backdash into Tsunami Beat3K+G255.2%
guardG into punchP224.5%
guardG into Tsunami Beat3K+G173.5%
guardG into Heel Drop6K+G153.1%
guardG into Hammer Slide1P142.9%
guardG into Low Knuckle2P122.5%
guardG into throw escape122.5%
guardG into evade up112.3%
Hammer Slide1P81.6%
guardG71.4%
guardG into Scoop Kick4K+G61.2%
guardG into crouch dash back61.2%

76 further openings account for the other 146 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 (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: 0 of 15 tests hold up