VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

こえど

  • Wolf
Career matches341
Career win rate67.7%
Round win rate63.7%
Peak rank43
Distinct opponents75
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1924 #100 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

Jeffry4333522511067.2%
Wolf33660100.0%

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

70 of 691 rounds counted

12.1 inputs a second (726 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry12.172557
Wolf12.273313

By opponent's character

Vanessa12.172412
Jacky12.775910
Brad12.67579
Aoi12.071722
Lau13.27915
Kage11.468212

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

Akira2213959.1%-15.8
Vanessa1612475.0%-1.8
Jacky158753.3%-20.4
Pai149564.3%-12.6
Brad139469.2%-2.1
Jean129375.0%+0.4
Aoi116554.5%-16.9
Lau1110190.9%+18.4
Kage109190.0%+22.4
Wolf108280.0%+13.7
El Blaze97277.8%+2.4
Jeffry770100.0%+25.5
Lion75271.4%-0.3
Eileen660100.0%+22.3
Shun54180.0%+12.9
Sarah440100.0%+26.8
Dural21150.0%-35.5
Goh110100.0%+21.7

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

Open2517868.0%-4.3
Octagon2112957.1%-18.8
Single Wall1914573.7%+2.7
Full Fence1810855.6%-17.1
Breakable Full Fence1715288.2%+16.4
Half Fence1713476.5%+5.2
Breakable Half Fence1312192.3%+22.2
Rectangle1310376.9%-0.4
Low Fence117463.6%-12.8
Full Fence and Open110100.0%+19.4

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
Walls9972.7%73.0%-0.3
No walls5569.1%72.3%-3.3

Walls against open: +3.0 points (95% range -14.1 to +20.0), p 0.732 — 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

デネ (Rank 43)2026/07/2543175.0%
こば次狼/covajiro (Rank 44)2026/07/2552340.0%
ピロオ3 (Rank 41)2026/05/3032166.7%
spacex_falcon_heavy (Rank 41)2026/05/15330100.0%
はなこ (Rank 39)2026/05/1575271.4%
シズラヒモビッチ (Rank 41)2026/05/1553260.0%
かっこ悪いジャッキー (Rank 38)2026/05/1532166.7%
ふじふじくん (Rank 41)2026/05/1173442.9%
たまつばき (Rank 41)2026/05/11220100.0%
空き缶。 (Rank 40)2026/05/1164266.7%
W_takahashi_LJ (Rank 36)2026/05/1032166.7%
jokey_awe94 (Rank 37)2026/05/1054180.0%
信州蕎麦の会☆銀狼 (Rank 38)2026/05/09440100.0%
FoooooL (Rank 34)2026/05/09220100.0%
ちゃんゆき/takayuki_vf (Rank 34)2026/05/093030.0%
joechou222 (Rank 35)2026/05/0932166.7%
Gomzou (Rank 35)2026/05/0932166.7%
LEEGOSEGA (Rank 35)2026/05/0932166.7%
★闘将拉麵男★ (Rank 36)2026/05/09660100.0%
mudanadoryokuzki (Rank 37)2026/05/0952340.0%
METALX (Rank 38)2026/05/0932166.7%
ぼっち.ぼ~る (Rank 34)2026/05/0743175.0%
ぁ     やごろ (Rank 36)2026/05/0743175.0%
ダンプよっし~改 (Rank 37)2026/05/07330100.0%
yamaneko (Rank 32)2026/05/0732166.7%

Round openings

Every character

crouch into Low Knuckle2P7410.7%
forward movement into punchP618.8%
Low Knuckle2P405.8%
Elbow Butt6P into Elbow Hammer6PP365.2%
backdash into evade up344.9%
backdash into Megaton Knuckle43P+K253.6%
backdash into evade down223.2%
Dash Elbow66P182.6%
forward dash into guardG182.6%
backdash into guardG172.5%
Low Knuckle2P into backdash162.3%
Tsunami Beat3K+G162.3%
Dash Elbow66P into Dash Elbow Upper66PP152.2%
Elbow Butt6P131.9%
forward dash into Low Knuckle2P101.4%

150 further openings account for the other 278 rounds.

Jeffry

Career
225–110 · 67.2%
This season
172 matches · 72.7%
Peak rank
43

First hit in 61.1% of 676 rounds. Won 65.9% of the rounds they struck first, 59.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 45.9% of rounds, against 29.7% in their other rounds.
  • Against Vanessa: attacks straight away in 51.7% of rounds, against 32.1% against everyone else.
  • After losing a round: moves in first in 36.0% of rounds, against 17.0% after winning one.
  • When ahead: backs off first in 39.0% of rounds, against 25.4% when level or behind.

How is this tested?

crouch into Low Knuckle2P7410.9%
forward movement into punchP608.8%
Low Knuckle2P405.9%
Elbow Butt6P into Elbow Hammer6PP365.3%
backdash into evade up345.0%
backdash into Megaton Knuckle43P+K253.7%
backdash into evade down223.2%
Dash Elbow66P182.6%
forward dash into guardG182.6%
Low Knuckle2P into backdash162.4%
Tsunami Beat3K+G162.4%
backdash into guardG162.4%
Dash Elbow66P into Dash Elbow Upper66PP152.2%
Elbow Butt6P131.9%
forward dash into Low Knuckle2P101.5%

140 further openings account for the other 267 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira7–5 · 58%5–4 · 56%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?

Wolf

Career
6–0 · 100.0%
This season
3 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Hammer2P into Comet Hook1P215.4%
Arrow Knuckle3P into guardG17.7%
Elbow Butt4P into forward movement17.7%
Low Hammer2P into crouch dash forward17.7%
Screw Hook63214P into forward dash17.7%
backdash into Rolling Elbow43P17.7%
backdash into guardG17.7%
crouch into Low Hammer2P17.7%
down-back kick1K into kickK17.7%
forward dash into Low Drop Kick62K17.7%
forward movement into punchP17.7%
punchP into kickK17.7%

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: 4 of 15 tests hold up
  • Wolf: not tested (too few rounds)