VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

無槪念野獸/무개념야수

Career matches16,398
Career win rate44.2%
Round win rate47.5%
Peak rank29
Distinct opponents488
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1365 #2,844 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

Jeffry2916,3987,2469,15244.2%

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

6,223 of 6,685 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.84106,223

By opponent's character

Akira6.8406951
Jacky6.8410761
Wolf6.9414668
Pai6.9414380
Goh6.9413310
Sarah6.8406295
El Blaze6.8410298
Lion7.0422284
Lau6.9414253
Shun7.1426260
Vanessa6.7401303
Jeffry7.0419254
Brad6.8406200
Kage6.7399201
Aoi6.7401184
Eileen6.8410182
Lei Fei7.0423162
Jean6.5391127
Taka6.7399116
Dural6.840634

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

Akira26010815241.5%-5.1
Jacky1937811540.4%-6.9
Wolf173819246.8%+0.8
Pai94514354.3%+6.9
Goh83384545.8%-0.6
Sarah82443853.7%+6.2
El Blaze78374147.4%+5.8
Lion77374048.0%+4.2
Lau76364047.4%+6.1
Shun75393652.0%+6.3
Vanessa74284637.8%-7.0
Jeffry69363352.2%+4.9
Brad59263344.1%-2.7
Kage55243143.6%+0.9
Aoi54282651.9%+6.3
Eileen45143131.1%-13.3
Lei Fei41172441.5%-0.2
Jean33132039.4%-7.6
Taka28161257.1%+9.7
Dural145935.7%-0.3

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Half Fence1998511442.7%-2.8
Rectangle1787810043.8%-2.4
Open1777010739.5%-4.1
Half Fence167878052.1%+7.4
Low Fence165749144.9%-2.7
Breakable Full Fence158817751.3%+4.1
Full Fence157708744.6%-0.7
Octagon155718445.8%+1.7
Single Wall147678045.6%+1.0
Full Fence and Open72274537.5%-9.2

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
Walls1,01446.5%45.6%+1.0
No walls48943.1%45.0%-1.9

Walls against open: +2.8 points (95% range -2.5 to +8.2), p 0.298 — 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

Sinabro (Rank 28)2026/10/182191242.9%
獣王キリン (Rank 28)2026/10/1846143230.4%
seobin_papa (Rank 26)2026/10/18125741.7%
nora-tanuki07 (Rank 27)2026/10/12116554.5%
a032682 (Rank 27)2026/10/121881044.4%
orz (Rank 29)2026/10/1125111444.0%
ratel-d9 (Rank 30)2026/10/09111109.1%
や。 (Rank 27)2026/10/091621412.5%
hahaha (Rank 28)2026/09/291331023.1%
T_munetora (Rank 28)2026/09/26147750.0%
M&E (Rank 23)2026/09/252214863.6%
JOHNFLOE (Rank 30)2026/09/251741323.5%
こて (Rank 27)2026/09/24114736.4%
ゅろぽ (Rank 24)2026/09/22179852.9%
パニガーレ (Rank 24)2026/09/18126650.0%
ありがとナス (Rank 28)2026/09/14114736.4%
thatamaru (Rank 23)2026/09/14128466.7%
headup11 (Rank 23)2026/08/281321115.4%
Sevengar01 (Rank 23)2026/08/27106460.0%
Chomelungma-GTR (Rank 27)2026/08/26113827.3%
juste (Rank 30)2026/08/22136746.1%
要你命3000 (Rank 26)2026/08/05105550.0%
dalmax72 (Rank 26)2026/07/29137653.9%
HongSam1 (Rank 24)2026/07/29135838.5%
catching-rakeo_0 (Rank 28)2026/05/302021810.0%

Round openings

Jeffry

Career
7,246–9,152 · 44.2%
This season
1,663 matches · 45.5%
Peak rank
29

First hit in 54.2% of 6,120 rounds. Won 50.1% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 38.9% of rounds, against 24.6% in their other rounds.
  • Against Akira: backs off first in 44.0% of rounds, against 25.5% against everyone else.
  • On Full Fence stages: backs off first in 33.9% of rounds, against 27.6% on the other stages.
  • After opening the round before by evading: evades first in 5.8% of rounds, against 1.5% after anything else.
  • After losing a round: attacks straight away in 45.2% of rounds, against 27.3% after winning one.
  • When behind: attacks straight away in 46.2% of rounds, against 30.6% when ahead or level.
  • In round 3: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 14.2% of rounds, against 10.3% in their other rounds.
  • Against Akira: opens with “backdash into 46P+K Head Attack” in 10.2% of rounds, against 4.3% against everyone else.
  • After opening the round before with “4K Knee Push into 4KP Knee Push Wild Hook”: opens with “backdash into 4K+G Scoop Kick” in 9.4% of rounds, against 5.3% after anything else.
  • After losing a round: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 15.0% of rounds, against 9.5% after winning one.
  • When behind: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 15.5% of rounds, against 10.8% when ahead or level.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP69411.3%
Middle Hell Stab6P+K3655.9%
backdash into Scoop Kick4K+G3255.3%
backdash into Head Attack46P+K3195.2%
crouch into Ducking Low2K+G2834.6%
guardG into evade down2594.2%
crouch into Low Knuckle2P2343.8%
backdash into Tsunami Beat3K+G2233.6%
guardG into evade up2073.4%
Elbow Butt6P into Elbow Hammer6PP1702.8%
guardG into Middle Hell Stab6P+K1632.6%
punchP into Double KnucklePP1462.4%
guardG into Full Swing Upper33P1292.1%
Hell Dunk Elbow2P+K1282.1%
backdash into kickK1151.9%

239 further openings account for the other 2,400 rounds.

Counted from 1,531 of the 1,663 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
Akira59–78 · 43%31–47 · 40%+7.1
Jacky38–58 · 40%26–35 · 43%-5.2
Wolf51–54 · 49%19–27 · 41%+1.8
Pai22–18 · 55%17–18 · 49%+17.2
Sarah34–22 · 61%9–13 · 41%too few to test
Goh27–28 · 49%8–11 · 42%too few to test
El Blaze27–26 · 51%7–8 · 47%too few to test
Lau22–24 · 48%9–13 · 41%too few to test
Lion20–18 · 53%5–6 · 45%too few to test
Shun19–20 · 49%10–11 · 48%too few to test
Vanessa16–28 · 36%7–11 · 39%too few to test
Jeffry20–18 · 53%7–7 · 50%too few to test
Brad19–20 · 49%2–7 · 22%too few to test
Aoi16–16 · 50%4–5 · 44%too few to test
Kage16–20 · 44%5–7 · 42%too few to test
Eileen8–22 · 27%4–3 · 57%too few to test
Lei Fei9–7 · 56%6–12 · 33%too few to test
Jean5–13 · 28%7–4 · 64%too few to test
Taka10–4 · 71%6–8 · 43%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.

132 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 (17 here; about 0.9 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: 11 of 17 tests hold up