VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Jeffry

やきそばん

Career matches3,003
Career win rate33.4%
Round win rate45.3%
Peak rank24
Distinct opponents150
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1231 #3,359 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

Jeffry243,0031,0041,99933.4%

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

1,170 of 1,338 rounds counted

4.8 inputs a second (287 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry4.82871,170

By opponent's character

Akira4.7283177
Sarah4.9292132
Jacky4.728185
Pai5.029891
Brad4.728480
Shun4.828976
Aoi4.929660
Eileen4.828970
Lion4.929377
Wolf4.728045
Kage4.527339
Jeffry4.527040
Lau4.627449
Vanessa4.929446
Lei Fei4.728020
El Blaze4.929437
Goh4.929227
Jean4.929219

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

Akira47272057.5%+15.1
Sarah38182047.4%+0.5
Jacky2691734.6%-2.7
Pai24101441.7%-0.0
Brad2051525.0%-17.4
Shun2051525.0%-14.9
Aoi1881044.4%-0.2
Eileen1881044.4%-0.2
Lion1812666.7%+15.4
Wolf1551033.3%-6.1
Kage146842.9%+0.9
Jeffry1321115.4%-26.6
Lau135838.5%-0.3
Vanessa115645.5%+1.8
Lei Fei104640.0%-7.7
El Blaze93633.3%-4.8
Goh85362.5%+20.3
Jean63350.0%+8.4
Taka220100.0%+45.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Open48183037.5%-3.8
Low Fence43192444.2%+1.4
Breakable Half Fence40182245.0%+2.6
Half Fence35152042.9%+1.8
Full Fence3082226.7%-16.6
Breakable Full Fence2982127.6%-10.2
Octagon29191065.5%+16.9
Single Wall25101540.0%-8.0
Rectangle2213959.1%+19.1
Full Fence and Open169756.2%+7.4

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18543.8%42.4%+1.4
No walls11640.5%43.0%-2.5

Walls against open: +3.9 points (95% range -8.9 to +16.7), p 0.549 — 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

ku-ron_0129 (Rank 23)2026/09/1842250.0%
ぱぱ (Rank 21)2026/09/1262433.3%
AKAI-SUISEI3 (Rank 24)2026/09/1151420.0%
smogh (Rank 21)2026/09/1043175.0%
tmo555 (Rank 25)2026/09/0951420.0%
AiokometeZ (Rank 23)2026/09/0841325.0%
G.S (Rank 21)2026/09/04440100.0%
サーちゃん (Rank 23)2026/09/044040.0%
yoshi21cc (Rank 24)2026/09/0263350.0%
Hijima-J (Rank 26)2026/08/3142250.0%
total_tonne11 (Rank 21)2026/08/2754180.0%
ロザリオ (Rank 24)2026/08/2451420.0%
michinaru (Rank 21)2026/08/23440100.0%
sk901 (Rank 21)2026/08/2254180.0%
ぴろ (Rank 23)2026/08/2171614.3%
nyu_necoginjo (Rank 25)2026/08/2041325.0%
ちぇびーまるやま (Rank 21)2026/08/185050.0%
くっきー爆弾 (Rank 21)2026/07/3043175.0%
しおのさばやき (Rank 21)2026/07/2776185.7%
kanreki-jijii (Rank 21)2026/07/2642250.0%
parking-orange (Rank 21)2026/07/26660100.0%
DON1031 (Rank 24)2026/07/2441325.0%
つのさん (Rank 21)2026/07/2342250.0%
nekosuke1515 (Rank 21)2026/07/2373442.9%
mikage-maruko (Rank 23)2026/06/2142250.0%

Round openings

Jeffry

Career
1,004–1,999 · 33.4%
This season
330 matches · 43.0%
Peak rank
24

First hit in 49.5% of 1,334 rounds. Won 47.9% of the rounds they struck first, 42.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: opens with “G guard into evade down” in 6.1% of rounds, against 3.3% in their other rounds.

How is this tested?

forward movement into punchP1168.6%
guardG into Grizzly Hammer1PP614.5%
guardG into evade down544.0%
guardG into crouch533.9%
Middle Hell Stab6P+K423.1%
guardG into Side Kick3K362.7%
forward movement into Body CrushP+K352.6%
guardG into Middle Hell Stab6P+K342.5%
guardG322.4%
guardG into Toe Kick2K322.4%
forward movement into throw escape312.3%
guardG into Hammer Slide1P282.1%
forward movement into Double KnucklePP261.9%
guardG into Elbow Hammer6PP261.9%
crouch into Hell Dunk Elbow2P+K251.9%

176 further openings account for the other 713 rounds.

By stage type

Record against each character on walled and open stages, as Jeffry

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–14 · 48%11–4 · 73%too few to test
Sarah8–6 · 57%8–14 · 36%too few to test
Jacky5–10 · 33%4–5 · 44%too few to test
Pai6–6 · 50%3–8 · 27%too few to test
Brad2–4 · 33%1–10 · 9%too few to test
Shun3–10 · 23%2–4 · 33%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.

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 (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: 1 of 15 tests hold up