VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Jeffry

Sankofa

Career matches8,257
Career win rate44.2%
Round win rate48.4%
Peak rank26
Distinct opponents153
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1364 #2,851 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

Jeffry268,2573,6504,60744.2%

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

2,347 of 2,840 rounds counted

7.8 inputs a second (471 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.84712,347

By opponent's character

Akira7.6454323
Pai8.0478244
Jean8.0478202
Brad7.9476120
Lau7.8465109
Sarah7.8468164
Lion7.8470148
Lei Fei7.7464126
Shun7.9473138
Taka7.9474135
Wolf7.7465117
Jeffry7.544882
Goh7.847096
Aoi8.148681
Jacky7.947377
El Blaze8.450677
Vanessa7.847125
Eileen8.349947
Dural7.947322
Kage8.048114

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

Akira85473855.3%+7.3
Pai72314143.1%-4.9
Jean61204132.8%-5.6
Brad49282157.1%+2.2
Lau44143031.8%-7.7
Sarah42212150.0%+4.6
Lion41132831.7%-19.3
Lei Fei40162440.0%+3.8
Shun3892923.7%-8.2
Taka37221559.5%+4.6
Wolf37221559.5%+17.1
Jeffry29131644.8%+3.1
Goh27171063.0%+12.3
Aoi2620676.9%+15.3
Jacky26151157.7%+2.7
El Blaze2281436.4%+2.5
Vanessa1991047.4%-13.8
Eileen149564.3%-1.3
Dural102820.0%-31.6
Kage4040.0%-17.8

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Breakable Full Fence91395242.9%-5.2
Single Wall79314839.2%-4.5
Rectangle77344344.2%-1.4
Full Fence76354146.0%-10.2
Breakable Half Fence72383452.8%+5.5
Half Fence72324044.4%+3.7
Octagon72304241.7%-1.0
Open64323250.0%+4.2
Low Fence44232152.3%+12.1
Full Fence and Open35201557.1%+7.6

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
Walls46045.2%46.7%-1.5
No walls18746.0%43.7%+2.3

Walls against open: -3.7 points (95% range -11.5 to +4.1), p 0.352 — 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

BearPrincess420 (Rank 20)2026/10/172921872.4%
KidCloyster (Rank 23)2026/10/15138561.5%
billyFISHERMAN (Rank 23)2026/10/1494544.4%
Jiikae (Rank 32)2026/10/1492722.2%
Rthg (Rank 23)2026/10/1425111444.0%
DJROCKMAN (Rank 26)2026/10/071221016.7%
Hypergrav (Rank 22)2026/10/0283537.5%
Cooljerk (Rank 21)2026/09/2523131056.5%
johncha (Rank 21)2026/09/191410471.4%
GrundleBuster™ (Rank 29)2026/09/1795455.6%
thirdguardian (Rank 24)2026/09/1272528.6%
Grasping1 (Rank 21)2026/08/03116554.5%
B34TD0WN (Rank 30)2026/08/03134930.8%
EXEcutey (Rank 23)2026/08/0384450.0%
PhaserCatGamesLLC (Rank 24)2026/07/07116554.5%
Publix (Rank 21)2026/06/2810100100.0%
Digimon (Rank 27)2026/06/278080.0%
kerogod (Rank 21)2026/06/1385362.5%
ChiefProphet (Rank 17)2026/06/0485362.5%
ZEROXP7 (Rank 23)2026/05/2885362.5%
hgamery (Rank 28)2026/05/2894544.4%
bigsizefrenchfries (Rank 27)2026/05/18105550.0%
AAmateur (Rank 22)2026/04/2482625.0%
ItsameBS (Rank 27)2026/04/2283537.5%
Lemon (Rank 21)2026/04/1686275.0%

Round openings

Jeffry

Career
3,650–4,607 · 44.2%
This season
723 matches · 46.5%
Peak rank
26

First hit in 55.0% of 2,647 rounds. Won 52.1% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “offensive move” in 6.7% of rounds, against 3.5% in their other rounds.

How is this tested?

Knee Push4K2589.7%
backdash into Head Attack46P+K2368.9%
backdash into Rising Hammer43PP2007.5%
crouch into Hell Dunk Elbow2P+K1355.1%
offensive move1154.3%
punchP1033.9%
backdash into Megaton Knuckle43P+K883.3%
backdash into Middle Hell Stab6P+K742.8%
Elbow Butt6P into Elbow Hammer6PP652.5%
backdash into Hell Dunk Elbow2P+K491.8%
backdash into Double Upper3PP481.8%
backdash into Kenka Hook46P481.8%
backdash381.4%
Dash Elbow66P into Dash Elbow Upper66PP351.3%
offensive move into Knee Attack6K341.3%

239 further openings account for the other 1,131 rounds.

Counted from 676 of the 723 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
Akira30–22 · 58%12–9 · 57%too few to test
Pai16–29 · 36%5–6 · 45%too few to test
Jean10–24 · 29%8–14 · 36%too few to test
Brad18–18 · 50%8–3 · 73%too few to test
Lau10–15 · 40%2–13 · 13%too few to test
Lion10–21 · 32%0–3 · 0%too few to test
Sarah13–17 · 43%8–2 · 80%too few to test
Taka15–8 · 65%5–5 · 50%too few to test
Wolf12–10 · 55%2–4 · 33%too few to test
Lei Fei8–10 · 44%6–4 · 60%too few to test
Goh10–8 · 56%5–2 · 71%too few to test
Shun5–16 · 24%0–3 · 0%too few to test
Aoi14–5 · 74%6–1 · 86%too few to test
Jacky9–6 · 60%6–5 · 55%too few to test
Jeffry6–6 · 50%2–5 · 29%too few to test
El Blaze4–10 · 29%0–4 · 0%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.

47 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: 1 of 16 tests hold up