VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Jeffry

SugarBear

Career matches4,392
Career win rate56.1%
Round win rate57.5%
Peak rank37
Distinct opponents148
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1710 #756 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

Jeffry374,3922,4661,92656.1%

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

2,169 of 2,798 rounds counted

7.1 inputs a second (425 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.14252,169

By opponent's character

Akira7.0421286
Kage6.9411157
Pai7.5451190
Sarah6.9414205
Shun7.3437135
Jacky7.0422141
Lau7.0418178
Brad7.1427112
Wolf7.5450119
El Blaze7.042089
Taka7.544953
Aoi7.142783
Goh7.3438100
Lei Fei6.740044
Jeffry7.142678
Dural6.941466
Jean7.344156
Lion6.036148
Vanessa7.142316
Eileen7.243213

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

Akira79532667.1%+9.3
Kage62372559.7%+7.6
Pai58362262.1%-3.1
Sarah56253144.6%-18.0
Shun55302554.5%-7.2
Jacky49391079.6%+16.6
Lau48192939.6%-11.5
Brad42241857.1%+5.8
Wolf40271367.5%+4.2
El Blaze31141745.2%-9.4
Taka30161453.3%-5.9
Aoi2920969.0%+5.0
Goh28161257.1%-11.6
Lei Fei2218481.8%+8.0
Jeffry2116576.2%+6.2
Dural1610662.5%+12.0
Jean1612475.0%+1.5
Lion147750.0%-3.3
Vanessa137653.9%-8.0
Eileen75271.4%-0.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Open81453655.6%-2.8
Breakable Full Fence76542271.0%+5.7
Single Wall75413454.7%-7.2
Low Fence70432761.4%+2.5
Breakable Half Fence69432662.3%+1.7
Octagon69452465.2%+3.4
Rectangle67363153.7%-2.5
Full Fence63372658.7%-0.8
Half Fence61342755.7%+0.7
Full Fence and Open46301665.2%+1.7

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls40561.5%60.1%+1.3
No walls22657.1%59.4%-2.3

Walls against open: +3.7 points (95% range -4.6 to +12.0), p 0.387 — 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

Monroe (Rank 34)2026/10/161441028.6%
Da-Goat-Pawn (Rank 33)2026/10/162216672.7%
BLACKSTAR (Rank 35)2026/10/151912763.2%
kungfusmurf (Rank 35)2026/10/151771041.2%
AztecJD (Rank 35)2026/10/11145935.7%
無謀 (Rank 38)2026/10/111931615.8%
Jason_Elbow (Rank 40)2026/10/1193633.3%
OmegaBankai (Rank 32)2026/10/101751229.4%
DJ_Clarknova (Rank 38)2026/10/08105550.0%
DevolvedNeutrals (Rank 33)2026/10/0827141351.9%
brucethebeast (Rank 36)2026/10/07127558.3%
fivey70 (Rank 27)2026/10/0798188.9%
RamonJamon (Rank 35)2026/07/3132122037.5%
Jaguar (Rank 35)2026/07/312112957.1%
Nate__theRipper (Rank 39)2026/07/29146842.9%
Akai (Rank 41)2026/07/2292722.2%
NOS75000 (Rank 34)2026/07/22105550.0%
TheBigThonk (Rank 36)2026/07/1694544.4%
iKillYouXChicken (Rank 38)2026/07/041551033.3%
Kruza (Rank 34)2026/06/07106460.0%
ShinAssassin669 (Rank 28)2026/06/05156940.0%
UltraSeBassツ (Rank 34)2026/04/2696366.7%
RapidKill (Rank 32)2026/04/2594544.4%
Crashing_Blow2003 (Rank 29)2026/04/18117463.6%
TomSavage (Rank 28)2026/04/10136746.1%

Round openings

Jeffry

Career
2,466–1,926 · 56.1%
This season
716 matches · 60.2%
Peak rank
37

First hit in 51.4% of 2,134 rounds. Won 59.4% of the rounds they struck first, 55.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 8.2% of rounds, against 3.4% in their other rounds.
  • Against Akira: evades first in 27.8% of rounds, against 6.4% against everyone else.
  • After opening the round before by evading: evades first in 18.9% of rounds, against 7.4% after anything else.
  • After the opponent opened the round before by attacking: evades first in 10.4% of rounds, against 6.5% after anything else.
  • After losing a round: attacks straight away in 59.1% of rounds, against 47.8% after winning one.
  • In round 1: opens with “2P Low Knuckle” in 12.4% of rounds, against 8.2% in their other rounds.
  • Against Sarah: opens with “backdash into 46P Kenka Hook” in 10.8% of rounds, against 5.5% against everyone else.
  • After opening the round before with “2K+G Ducking Low”: opens with “backdash into 46P Kenka Hook” in 13.4% of rounds, against 6.2% after anything else.
  • After losing a round: opens with “2P Low Knuckle” in 11.9% of rounds, against 5.5% after winning one.
  • When behind: opens with “2P Low Knuckle” in 12.4% of rounds, against 5.5% when ahead or level.
  • After landing the first hit of the round before: opens with “2P Low Knuckle” in 9.6% of rounds, against 6.7% after being hit first.

How is this tested?

Low Knuckle2P2009.3%
backdash into Rising Hammer43PP1366.3%
backdash into Kenka Hook46P1285.9%
Ducking Low2K+G1165.4%
backdash into Double Hammer Down43P1095.1%
Elbow Butt6P1034.8%
punchP1014.7%
backdash into Tsunami Beat3K+G944.4%
Hammer Slide1P into Grizzly Hammer1PP773.6%
backdash into guardG562.6%
throw escape562.6%
Hammer Slide1P522.4%
crouch into Ducking Low2K+G502.3%
Overblow Shoulder66P+K452.1%
Middle Hell Stab6P+K401.9%

175 further openings account for the other 791 rounds.

Counted from 550 of the 716 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
Kage19–11 · 63%12–11 · 52%too few to test
Akira20–14 · 59%10–5 · 67%too few to test
Shun15–9 · 62%5–8 · 38%too few to test
Pai24–11 · 69%3–6 · 33%too few to test
Sarah12–22 · 35%3–4 · 43%too few to test
Lau12–10 · 55%5–7 · 42%too few to test
Jacky10–3 · 77%9–3 · 75%too few to test
Brad10–8 · 56%7–5 · 58%too few to test
Wolf14–2 · 88%9–3 · 75%too few to test
Taka9–8 · 53%3–5 · 38%too few to test
Aoi12–4 · 75%3–2 · 60%too few to test
Goh7–4 · 64%5–5 · 50%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.

166 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: 11 of 17 tests hold up