VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

INCIDENT73

  • Wolf
Career matches192
Career win rate72.4%
Round win rate59.4%
Peak rank26
Distinct opponents2
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1539 Not ranked yet: the list needs 50 matches. See 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

Jeffry261751274872.6%
Wolf211712570.6%

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

32 of 32 rounds counted

6.4 inputs a second (382 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry6.337825
Wolf6.53927

By opponent's character

Akira6.438232

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

Akira96366.7%—

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

Single Wall32166.7%-8.0
Breakable Full Fence2020.0%-92.6
Full Fence and Open220100.0%+36.0
Rectangle220100.0%+67.0

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
Walls450.0%60.0%-10.0
No walls366.7%72.0%-5.4

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

ShirakoshiKyoshi (Rank 23)74357.1%
platinumheaven_ (Rank 19)220100.0%

Most played opponents, most recent first

platinumheaven_ (Rank 19)2026/09/24220100.0%
ShirakoshiKyoshi (Rank 23)2026/06/0474357.1%

Round openings

Every character

crouch into Ducking Low2K+G39.4%
crouch into Full Swing Upper33P39.4%
forward movement into Double KnucklePP39.4%
forward movement into punchP39.4%
backdash into Full Swing Upper33P26.2%
backdash into Hammer Slide1P26.2%
crouch into Face Lift Kick3K26.2%
Body Blow6P13.1%
Body Blow6P into Dragonfish Blow6PP13.1%
Elbow Butt6P into Elbow Hammer6PP13.1%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK13.1%
Tsunami Beat3K+G13.1%
backdash into Dash Elbow Upper66PP13.1%
backdash into Drop Anchor1K+G13.1%
backdash into Ducking Low2K+G13.1%

6 further openings account for the other 6 rounds.

Jeffry

Career
127–48 · 72.6%
This season
7 matches · 57.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Ducking Low2K+G312.0%
crouch into Full Swing Upper33P312.0%
forward movement into Double KnucklePP312.0%
backdash into Full Swing Upper33P28.0%
backdash into Hammer Slide1P28.0%
Elbow Butt6P into Elbow Hammer6PP14.0%
Tsunami Beat3K+G14.0%
backdash into Dash Elbow Upper66PP14.0%
backdash into Drop Anchor1K+G14.0%
backdash into Ducking Low2K+G14.0%
backdash into Grizzly Hammer1PP14.0%
backdash into Heel Drop6K+G14.0%
backdash into Kenka Kick66K+G14.0%
evade down into Elbow Hammer6PP14.0%
evade down into throwP+G14.0%

2 further openings account for the other 2 rounds.

Wolf

Career
12–5 · 70.6%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Face Lift Kick3K228.6%
forward movement into punchP228.6%
Body Blow6P114.3%
Body Blow6P into Dragonfish Blow6PP114.3%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK114.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)