VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

openpen

Career matches9,036
Career win rate48.5%
Round win rate48.6%
Peak rank31
Distinct opponents438
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1504 #1,985 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

Jeffry319,0364,3814,65548.5%

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

5,005 of 6,326 rounds counted

6.7 inputs a second (404 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.74045,005

By opponent's character

Wolf6.7402564
Akira7.1425604
Jacky6.8411572
Aoi6.5387474
Pai6.6398385
Goh6.7403275
Jeffry6.7402270
Sarah6.7400266
Shun6.7400218
El Blaze6.3378163
Vanessa6.8408175
Kage6.7402174
Jean6.9416168
Lei Fei6.8406164
Lau7.0420175
Lion6.9415106
Brad6.5387119
Eileen6.438160
Taka6.136555
Dural6.236918

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

Wolf175997656.6%+9.6
Akira170719941.8%-4.1
Jacky167749344.3%-1.3
Aoi150797152.7%+4.0
Pai115575849.6%+3.6
Goh80314938.8%-1.5
Jeffry80275333.8%-11.4
Sarah72403255.6%+11.0
Shun68373154.4%+7.0
El Blaze67333449.2%+4.4
Vanessa64244037.5%-7.5
Kage58203834.5%-10.8
Jean50203040.0%-5.4
Lei Fei50222844.0%+5.6
Lau49163332.6%-12.6
Lion42192345.2%-7.0
Brad36132336.1%-9.6
Eileen1771041.2%-14.6
Taka1710758.8%+16.9
Dural96366.7%+12.6

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence177839446.9%-0.3
Full Fence169828748.5%+5.7
Octagon163729144.2%-1.4
Open159619838.4%-6.7
Rectangle151757649.7%+3.2
Single Wall148688046.0%-0.3
Breakable Full Fence143707349.0%+3.2
Half Fence140558539.3%-6.7
Low Fence135657048.1%+2.1
Full Fence and Open77413653.2%+5.9

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
Walls94346.3%45.7%+0.7
No walls44243.9%45.6%-1.7

Walls against open: +2.3 points (95% range -3.4 to +8.1), p 0.423 — 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

LEO (Rank 31)2026/10/06123925.0%
銀 (Rank 30)2026/10/06179852.9%
ジャキる。 (Rank 33)2026/10/041551033.3%
all'arrabbiata563 (Rank 32)2026/10/041510566.7%
ペケ壱 (Rank 29)2026/09/24178947.1%
yamaneko (Rank 33)2026/09/231741323.5%
m01ch1 (Rank 30)2026/09/23167943.8%
ふぇに (Rank 32)2026/09/2241122929.3%
maniaki (Rank 27)2026/09/22137653.9%
エルモchYT★プなれ★ (Rank 29)2026/09/221410471.4%
ooosugi1202 (Rank 28)2026/09/181310376.9%
こて (Rank 29)2026/09/182215768.2%
HAM (Rank 29)2026/09/16114736.4%
きてぃ☆ (Rank 29)2026/09/13126650.0%
gairoku88 (Rank 33)2026/09/12145935.7%
tamaneen (Rank 33)2026/09/111610662.5%
SHUSHUSHU (Rank 30)2026/09/06127558.3%
滝太郎(Takitarou) (Rank 29)2026/08/31149564.3%
あをゐ (Rank 33)2026/08/311841422.2%
ekd (Rank 33)2026/08/301431121.4%
けいすけ新宿 (Rank 26)2026/08/231861233.3%
ohtenki (Rank 29)2026/08/18136746.1%
syounai (Rank 28)2026/07/041410471.4%
マーレさん (Rank 31)2026/06/07125741.7%
寿司眼鉄 (Rank 30)2026/05/191941521.1%

Round openings

Jeffry

Career
4,381–4,655 · 48.5%
This season
1,536 matches · 45.9%
Peak rank
31

First hit in 66.0% of 6,278 rounds. Won 49.8% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 30.1% of rounds, against 26.7% in their other rounds.
  • Against Pai: evades first in 17.6% of rounds, against 5.4% against everyone else.
  • On Rectangle stages: attacks straight away in 45.2% of rounds, against 37.2% on the other stages.
  • After opening the round before by backing off: backs off first in 35.6% of rounds, against 23.8% after anything else.
  • After winning a round: attacks straight away in 49.6% of rounds, against 29.0% after losing one.
  • When behind: waits first in 28.5% of rounds, against 14.1% when ahead or level.
  • In round 1: opens with “G guard into throw escape” in 10.5% of rounds, against 6.1% in their other rounds.
  • Against Pai: opens with “G guard into throw escape” in 12.7% of rounds, against 6.8% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 10.0% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “G guard” in 9.7% of rounds, against 2.5% after winning one.
  • When behind: opens with “G guard” in 11.4% of rounds, against 3.5% when ahead or level.

How is this tested?

guardG into throw escape4547.2%
guardG3866.1%
backdash into guardG3064.9%
Middle Hell Stab6P+K3004.8%
punchP into kickK2594.1%
punchP1993.2%
crouch dash forward into guardG1732.8%
Torpedo Head Butt4P+K1552.5%
Low Knuckle2P1472.3%
punchP into Knuckle KickPK1342.1%
Body CrushP+K1191.9%
backdash1161.8%
crouch dash forward into evade down1101.8%
backdash into evade up1011.6%
backdash into Kenka Hook46P1001.6%

411 further openings account for the other 3,241 rounds.

Counted from 1,529 of the 1,536 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
Wolf66–48 · 58%24–21 · 53%+5.8
Akira44–59 · 43%21–31 · 40%+4.9
Jacky46–56 · 45%21–30 · 41%+4.5
Aoi42–39 · 52%24–24 · 50%+3.7
Pai34–38 · 47%16–12 · 57%too few to test
Goh16–29 · 36%11–12 · 48%too few to test
Jeffry13–33 · 28%10–15 · 40%too few to test
Sarah32–13 · 71%5–13 · 28%too few to test
Shun23–14 · 62%10–13 · 43%too few to test
El Blaze17–20 · 46%14–9 · 61%too few to test
Vanessa16–24 · 40%5–14 · 26%too few to test
Kage15–27 · 36%5–10 · 33%too few to test
Jean13–26 · 33%5–4 · 56%too few to test
Lei Fei15–14 · 52%7–11 · 39%too few to test
Lau14–16 · 47%1–14 · 7%too few to test
Lion8–13 · 38%7–7 · 50%too few to test
Brad9–20 · 31%3–3 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

7 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