VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

GOGOPEKAaa

Career matches2,252
Career win rate51.2%
Round win rate46.5%
Peak rank36
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1630 #1,163 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

Jeffry362,2521,1531,09951.2%

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

1,056 of 1,412 rounds counted

6.0 inputs a second (360 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.03601,056

By opponent's character

Jeffry6.1368196
Kage5.4324131
Shun6.337680
Jacky6.1364116
Akira6.136884
Goh5.834854
Jean6.035759
Sarah5.935328
Lion6.539256
Wolf6.035851
Lau5.834912
Brad6.136741
El Blaze6.036337
Lei Fei6.236924
Pai6.337936
Dural6.237420
Vanessa5.633731

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

Jeffry51302158.8%+17.9
Kage38102826.3%-9.9
Shun33132039.4%-5.8
Jacky28141450.0%+0.6
Akira25131252.0%-4.7
Goh2561924.0%-14.7
Jean25151060.0%+19.1
Sarah2315865.2%+13.6
Lion157846.7%+9.2
Wolf135838.5%-13.5
Lau126650.0%-0.3
Aoi113827.3%-11.8
Brad113827.3%-11.5
El Blaze95455.6%+3.6
Lei Fei83537.5%-8.8
Pai85362.5%+17.3
Dural71614.3%-33.1
Vanessa71614.3%-22.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Half Fence46182839.1%-6.9
Open44212347.7%+0.4
Breakable Full Fence43162737.2%-2.9
Single Wall38162242.1%-4.3
Rectangle33122136.4%-7.4
Octagon30191163.3%+20.3
Full Fence29141548.3%+1.6
Breakable Half Fence28121642.9%+5.3
Low Fence2115671.4%+19.7
Full Fence and Open1951426.3%-15.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20943.5%42.9%+0.6
No walls10350.5%48.0%+2.5

Walls against open: -1.9 points (95% range -15.1 to +11.3), p 0.779 — 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

〔ネ単〕-ZEN- (Rank 33)2026/08/0541325.0%
gans.sk602 (Rank 31)2026/08/0574357.1%
interceptor (Rank 35)2026/08/05101910.0%
PuzzG/ぱず爺 (Rank 35)2026/08/042461825.0%
banpal/バンパル (Rank 36)2026/07/10117463.6%
るりじゃいき (Rank 35)2026/07/1064266.7%
ジンベエ (Rank 34)2026/07/0951420.0%
무파ZeroBlue (Rank 33)2026/07/084040.0%
powdershadow72 (Rank 36)2026/07/0841325.0%
ふかふか (Rank 37)2026/07/063592625.7%
ゲッパー (Rank 36)2026/06/22103730.0%
がちばん (Rank 35)2026/06/222417770.8%
marir1115 (Rank 35)2026/06/2141325.0%
ぬっき~@ 超小心者 (Rank 34)2026/06/2042250.0%
浅川サナタ@ようつべ (Rank 31)2026/06/2042250.0%
らうらう (Rank 36)2026/05/2241325.0%
ヘニオ (Rank 30)2026/05/22660100.0%
BANANA (Rank 29)2026/05/2098188.9%
アセスルファムK (Rank 37)2026/05/204040.0%
攻擊型整人武器 (Rank 35)2026/05/2082625.0%
lapislazuli (Rank 36)2026/05/20440100.0%
USUSU (Rank 30)2026/04/0863350.0%
PON (Rank 35)2026/03/2842250.0%
くりたろう (Rank 37)2026/03/28115645.5%
あぽろん (Rank 35)2026/03/28113827.3%

Round openings

Jeffry

Career
1,153–1,099 · 51.2%
This season
349 matches · 44.4%
Peak rank
36

First hit in 55.6% of 1,398 rounds. Won 49.2% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 36.1% of rounds, against 25.9% in their other rounds.
  • Against Sarah: backs off first in 55.1% of rounds, against 26.4% against everyone else.
  • On Rectangle stages: moves in first in 30.7% of rounds, against 15.9% on the other stages.
  • After being hit first in the round before: attacks straight away in 39.1% of rounds, against 35.4% after landing the first hit.
  • In round 4 or later: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 8.0% of rounds, against 3.5% in their other rounds.
  • Against Sarah: opens with “backdash into 43P Double Hammer Down” in 24.5% of rounds, against 7.3% against everyone else.
  • On Rectangle stages: opens with “forward movement into P punch” in 20.4% of rounds, against 7.9% on the other stages.
  • After opening the round before with “66P Dash Elbow into 66PP Dash Elbow Upper”: opens with “backdash into 43P Double Hammer Down” in 16.5% of rounds, against 8.3% after anything else.
  • After being hit first in the round before: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 6.8% of rounds, against 5.1% after landing the first hit.

How is this tested?

Dash Elbow66P into Dash Elbow Upper66PP1339.4%
forward movement into punchP1279.0%
backdash into Double Hammer Down43P1218.5%
Knee Push4K into Knee Push Wild Hook4KP664.7%
forward movement into Body CrushP+K523.7%
backdash into Rising Hammer43PP372.6%
backdash into backward movement342.4%
guardG into evade up302.1%
Knee Push4K292.0%
backdash into Tsunami Beat3K+G261.8%
Ducking Low2K+G251.8%
Body CrushP+K231.6%
guardG231.6%
kickK into punchP221.6%
Elbow Butt6P into Elbow Hammer6PP201.4%

190 further openings account for the other 650 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry18–16 · 53%11–5 · 69%too few to test
Kage9–18 · 33%1–8 · 11%too few to test
Shun6–15 · 29%6–3 · 67%too few to test
Jacky6–4 · 60%6–6 · 50%too few to test
Akira7–9 · 44%6–3 · 67%too few to test
Goh1–8 · 11%3–5 · 38%too few to test
Jean10–7 · 59%3–0 · 100%too few to test
Sarah7–1 · 88%4–7 · 36%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 (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: 9 of 16 tests hold up