VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

manshi

Career matches486
Career win rate66.0%
Round win rate56.3%
Peak rank35
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1712 #741 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

Jeffry3548632116566.0%

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

348 of 348 rounds counted

6.4 inputs a second (383 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.4383348

By opponent's character

Lion6.337989
Lau6.639747
Kage6.035933
Akira6.840529
Lei Fei6.740225
El Blaze5.834521
Wolf6.337920
Jacky6.438514
Shun6.035715
Goh6.337913
Pai6.840713
Vanessa6.438513
Jeffry8.04828
Sarah6.03574
Taka7.24304

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

Lion22121054.5%-1.4
Lau129375.0%+19.2
Kage86275.0%+13.1
Akira71614.3%-30.0
Lei Fei74357.1%-8.0
El Blaze53260.0%+20.0
Wolf53260.0%-9.4
Jacky43175.0%+14.6
Shun42250.0%-8.9
Goh31233.3%-34.6
Pai32166.7%+5.2
Vanessa32166.7%-3.8
Jeffry220100.0%+50.9
Sarah1010.0%-59.2
Taka1010.0%-43.4

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

Octagon1510566.7%+4.9
Breakable Half Fence149564.3%+6.5
Open137653.9%-0.7
Rectangle116554.5%+1.3
Single Wall86275.0%+13.3
Breakable Full Fence72528.6%-28.8
Half Fence63350.0%+4.6
Low Fence64266.7%+3.5
Full Fence42250.0%-6.5
Full Fence and Open31233.3%-25.4

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
Walls5756.1%56.7%-0.6
No walls2763.0%59.0%+4.0

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

Most played opponents, most recent first

みんみんさん (Rank 36)2026/10/0486275.0%
Black-Swan104-_- (Rank 32)2026/10/0431233.3%
ニトロ (Rank 33)2026/10/0431233.3%
YamchanGTR (Rank 30)2026/10/041010.0%
skyward_wildcat4 (Rank 34)2026/10/0421150.0%
Choi_Akira (Rank 39)2026/10/0431233.3%
migu_garden (Rank 34)2026/10/0432166.7%
黒シャツ (Rank 33)2026/10/04220100.0%
えびもち (Rank 34)2026/10/0452340.0%
かえる (Rank 39)2026/10/041010.0%
hattori1357 (Rank 35)2026/09/14330100.0%
hideofukui (Rank 32)2026/09/1421150.0%
zephyr_dural (Rank 33)2026/09/14220100.0%
えなお (Rank 35)2026/09/14220100.0%
akaten25 (Rank 33)2026/09/14220100.0%
ジャキる。 (Rank 33)2026/09/1421150.0%
skimpy_night68 (Rank 40)2026/09/142020.0%
kunsei0429 (Rank 34)2026/09/14220100.0%
montanmo (Rank 38)2026/09/141010.0%
おるが@のびしろF (Rank 32)2026/09/1432166.7%
G-HIDE4731 (Rank 36)2026/09/062020.0%
実質土曜日 (Rank 38)2026/09/0653260.0%
KumadaP (Rank 35)2026/09/06115645.5%
寿司眼鉄 (Rank 35)2026/09/0686275.0%
自作マニア@いにしえ (Rank 36)2026/09/06220100.0%

Round openings

Jeffry

Career
321–165 · 66.0%
This season
87 matches · 57.5%
Peak rank
35

First hit in 51.1% of 348 rounds. Won 55.6% of the rounds they struck first, 57.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG into evade up205.8%
crouch into Ducking Low2K+G185.2%
backdash into Kenka Hook46P164.6%
backdash into Scoop Kick4K+G164.6%
backdash into evade up164.6%
guardG into Middle Hell Stab6P+K154.3%
crouch into Side Kick3K133.7%
evade up into crouch dash forward123.5%
guardG into evade down102.9%
backdash into Megaton Knuckle43P+K92.6%
guardG into backdash92.6%
Low Knuckle2P82.3%
Megaton Knuckle43P+K82.3%
backdash into evade down82.3%
guardG into Knee Push4K82.3%

75 further openings account for the other 162 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 (9 here; about 0.5 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: 0 of 9 tests hold up