VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

パパ

Career matches5,527
Career win rate49.0%
Round win rate50.4%
Peak rank28
Distinct opponents330
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1432 #2,458 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

Jeffry285,5272,7092,81849.0%

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

2,598 of 3,211 rounds counted

5.6 inputs a second (337 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.63372,598

By opponent's character

Akira5.6337521
Aoi5.8346252
Jacky5.8347210
Goh5.3319145
Pai5.7343170
Sarah5.7345169
Jeffry5.8348143
Wolf5.3319157
Lion5.533187
El Blaze5.6334102
Shun5.432295
Kage5.231579
Lau5.734494
Jean5.5330102
Lei Fei5.935573
Brad5.834969
Eileen5.733943
Vanessa5.533045
Dural6.539118
Taka4.828924

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

Akira1701115965.3%+13.8
Aoi86414547.7%-5.1
Jacky71353649.3%-4.3
Goh49212842.9%-4.7
Pai47272057.5%+4.0
Sarah46242252.2%+9.2
Jeffry43212248.8%-0.5
Wolf43152834.9%-8.6
Lion31141745.2%-6.0
El Blaze29141548.3%-5.9
Shun29131644.8%-5.2
Kage2691734.6%-12.1
Lau26111542.3%-8.5
Jean2491537.5%-9.1
Lei Fei22101245.5%-2.0
Brad1913668.4%+15.4
Eileen135838.5%-3.6
Vanessa138561.5%+6.9
Dural115645.5%-5.1
Taka82625.0%-23.1

1 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Rectangle90484253.3%+1.6
Single Wall89474252.8%+2.8
Breakable Half Fence88404845.5%-3.7
Octagon86543262.8%+12.1
Breakable Full Fence83404348.2%-5.9
Open78384048.7%-1.0
Low Fence74353947.3%-3.7
Half Fence73363749.3%+0.9
Full Fence67313646.3%-6.0
Full Fence and Open33171651.5%+4.6

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
Walls48751.1%51.1%+0.0
No walls24149.8%50.2%-0.4

Walls against open: +0.5 points (95% range -7.1 to +8.1), p 0.904 — 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

ガンジャッキー(bunbun) (Rank 28)2026/10/1774357.1%
hapiken (Rank 24)2026/10/1464266.7%
え~る (Rank 26)2026/10/1362433.3%
ゅろぽ (Rank 26)2026/10/1364266.7%
osAnKIRA (Rank 21)2026/10/1375271.4%
カプリッチョ (Rank 27)2026/10/1263350.0%
神無月夏美Vtuber (Rank 27)2026/10/1274357.1%
あかげら (Rank 24)2026/10/1197277.8%
Martin1833 (Rank 25)2026/10/1183537.5%
富美 (Rank 24)2026/10/11770100.0%
omuretukun (Rank 24)2026/10/101210283.3%
kowalski (Rank 24)2026/09/1665183.3%
a_h_i_k_o (Rank 29)2026/09/1664266.7%
manekinecogames (Rank 23)2026/09/13127558.3%
hahaha (Rank 27)2026/08/3161516.7%
gimoring (Rank 27)2026/08/3075271.4%
FLAT (Rank 25)2026/08/3075271.4%
NEKOz (Rank 24)2026/08/2775271.4%
yasai (Rank 23)2026/08/2476185.7%
haohwhite (Rank 25)2026/08/2395455.6%
MaxMuncy (Rank 25)2026/08/1994544.4%
HUN (Rank 22)2026/08/0265183.3%
我的名字叫顺溜 (Rank 22)2026/07/0264266.7%
コデリン03 (Rank 21)2026/06/0686275.0%
fazz00r (Rank 27)2026/06/0484450.0%

Round openings

Jeffry

Career
2,709–2,818 · 49.0%
This season
806 matches · 50.6%
Peak rank
28

First hit in 48.9% of 2,939 rounds. Won 52.5% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 82.2% of rounds, against 67.4% in their other rounds.
  • Against Lion: evades first in 75.2% of rounds, against 24.4% against everyone else.
  • After opening the round before by backing off: backs off first in 78.2% of rounds, against 39.0% after anything else.
  • After the opponent opened the round before by attacking: evades first in 35.1% of rounds, against 26.7% after anything else.
  • In round 1: opens with “backdash” in 12.0% of rounds, against 5.7% in their other rounds.
  • Against Lion: opens with “evade down into 6P+K Middle Hell Stab” in 23.9% of rounds, against 6.5% against everyone else.
  • After opening the round before with “backdash”: opens with “backdash” in 15.2% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “backdash” in 7.3% of rounds, against 4.1% after winning one.

How is this tested?

backdash into guardG37312.6%
backdash into Middle Hell Stab6P+K31510.6%
backdash into Head Attack46P+K2217.5%
backdash2157.3%
evade down into Middle Hell Stab6P+K2147.2%
backdash into backward movement1926.5%
evade up into Middle Hell Stab6P+K1826.1%
backdash into Body CrushP+K1675.6%
backdash into Rising Hammer43PP983.3%
evade down into guardG963.2%
backdash into Double Hammer Down43P933.1%
backdash into Torpedo Head Butt4P+K531.8%
evade up into guardG501.7%
backdash into Low Knuckle2P481.6%
evade up411.4%

127 further openings account for the other 604 rounds.

Counted from 740 of the 806 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
Akira62–32 · 66%28–19 · 60%+0.1
Aoi22–26 · 46%8–11 · 42%too few to test
Jacky16–23 · 41%16–10 · 62%too few to test
Goh9–18 · 33%7–8 · 47%too few to test
Sarah14–10 · 58%5–6 · 45%too few to test
Jeffry13–13 · 50%6–5 · 55%too few to test
Pai9–11 · 45%12–5 · 71%too few to test
Wolf7–11 · 39%2–13 · 13%too few to test
El Blaze9–10 · 47%3–4 · 43%too few to test
Lion8–10 · 44%3–4 · 43%too few to test
Shun9–11 · 45%2–4 · 33%too few to test
Jean7–9 · 44%2–4 · 33%too few to test
Lau9–8 · 53%1–2 · 33%too few to test
Kage6–10 · 38%2–4 · 33%too few to test
Lei Fei6–7 · 46%1–3 · 25%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.

66 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 (16 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: 8 of 16 tests hold up