VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

spiral

  • Wolf
Career matches5,003
Career win rate39.6%
Round win rate44.7%
Peak rank24
Distinct opponents151
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1278 #3,207 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

Jeffry244,9311,9552,97639.6%
Wolf1772254734.7%

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

883 of 1,445 rounds counted

6.8 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.7405863
Wolf7.041820

By opponent's character

Wolf6.840897
Akira6.941669
Jeffry6.740259
Lion6.840772
Sarah6.840783
Jacky6.841182
El Blaze6.639757
Aoi6.538968
Jean6.840862
Lau6.941243
Goh6.740046
Pai6.941622
Shun6.841135
Brad6.639833
Vanessa6.84114
Eileen6.840514
Lei Fei6.739925
Taka6.035812

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

Wolf35152042.9%+2.5
Akira34221264.7%+22.5
Jeffry3482623.5%-16.7
Lion30171356.7%+13.2
Sarah30141646.7%+6.2
Jacky26111542.3%-2.6
El Blaze2481633.3%-5.2
Aoi23101343.5%-3.3
Jean1951426.3%-15.2
Lau1991047.4%+1.7
Goh1761135.3%-12.1
Pai158753.3%+18.3
Shun146842.9%+2.1
Brad113827.3%-6.8
Vanessa103730.0%-11.3
Eileen92722.2%-22.2
Lei Fei85362.5%+4.7
Taka73442.9%-7.8

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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 Fence52223042.3%+0.8
Breakable Full Fence48212743.8%+0.6
Octagon37201754.0%+12.1
Breakable Half Fence33141942.4%-0.7
Low Fence33122136.4%-6.4
Single Wall33151845.5%+6.9
Full Fence32112134.4%-5.5
Open3082226.7%-18.3
Rectangle23101343.5%-5.7
Full Fence and Open2112957.1%+16.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22543.6%42.9%+0.7
No walls9636.5%41.5%-5.1

Walls against open: +5.8 points (95% range -5.8 to +17.4), p 0.330 — 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

nagare004 (Rank 23)2026/10/1874357.1%
スナドリネコ (Rank 24)2026/10/1263350.0%
alchemist001 (Rank 24)2026/09/2762433.3%
SICHIROUJI (Rank 25)2026/08/2482625.0%
Lucifer-1971 (Rank 25)2026/08/2431233.3%
實驗型-雜魚30cm (Rank 21)2026/08/02440100.0%
mo-ho-man (Rank 24)2026/07/2032166.7%
twinsshine (Rank 26)2026/07/1351420.0%
μ (Rank 27)2026/07/1031233.3%
kanreki-jijii (Rank 21)2026/07/0576185.7%
gigimatsumoto (Rank 21)2026/06/1553260.0%
cobra_daidai3 (Rank 25)2026/06/1541325.0%
オティムティム (Rank 21)2026/06/1354180.0%
bigisara (Rank 25)2026/06/1351420.0%
ともさん (Rank 15)2026/06/0751420.0%
しんのじ (Rank 26)2026/06/0784450.0%
Zeid1220 (Rank 24)2026/06/0751420.0%
makmak_80 (Rank 21)2026/05/3153260.0%
SinNagy (Rank 22)2026/05/2543175.0%
massaka_summer (Rank 24)2026/05/1762433.3%
He-elStop (Rank 26)2026/05/1741325.0%
ローンウルフ (Rank 20)2026/05/1152340.0%
Y-F8 (Rank 24)2026/05/1051420.0%
ありがとナス (Rank 25)2026/05/1032166.7%
consama1968 (Rank 22)2026/05/0641325.0%

Round openings

Every character

backdash into Rising Hammer43PP956.8%
Middle Hell Stab6P+K564.0%
guardG into evade up493.5%
crouch into Side Kick3K453.2%
backdash into Toe Kick2K433.1%
backdash into Kenka Hook46P423.0%
backdash into kickK402.9%
forward movement into punchP402.9%
backdash into Double Hammer Down43P332.4%
Elbow Butt6P into Elbow Hammer6PP322.3%
crouch into Rising Hammer43PP271.9%
backdash into Megaton Knuckle43P+K261.9%
crouch into Low Knuckle2P261.9%
crouch into Double Upper3PP211.5%
crouch into Ducking Low2K+G211.5%

250 further openings account for the other 801 rounds.

Counted from 352 of the 365 matches played. The rest were not pulled for openings.

Jeffry

Career
1,955–2,976 · 39.6%
This season
360 matches · 42.8%
Peak rank
24

First hit in 54.2% of 1,374 rounds. Won 46.7% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

  • Against Jacky: moves in first in 15.8% of rounds, against 6.4% against everyone else.
  • After opening the round before by backing off: attacks straight away in 28.8% of rounds, against 18.4% after anything else.

How is this tested?

backdash into Rising Hammer43PP956.9%
Middle Hell Stab6P+K564.1%
guardG into evade up483.5%
crouch into Side Kick3K453.3%
backdash into Toe Kick2K433.1%
backdash into Kenka Hook46P423.0%
backdash into kickK402.9%
forward movement into punchP402.9%
backdash into Double Hammer Down43P332.4%
Elbow Butt6P into Elbow Hammer6PP322.3%
crouch into Rising Hammer43PP272.0%
backdash into Megaton Knuckle43P+K261.9%
crouch into Low Knuckle2P261.9%
crouch into Double Upper3PP211.5%
crouch into Ducking Low2K+G211.5%

238 further openings account for the other 782 rounds.

Counted from 347 of the 360 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
Akira14–10 · 58%6–1 · 86%too few to test
Jeffry0–12 · 0%3–8 · 27%too few to test
Lion13–8 · 62%2–4 · 33%too few to test
Sarah6–7 · 46%5–7 · 42%too few to test
Wolf11–10 · 52%1–2 · 33%too few to test
Jacky6–7 · 46%3–5 · 38%too few to test
El Blaze4–11 · 27%3–3 · 50%too few to test
Aoi5–9 · 36%1–3 · 25%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.

13 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?

Wolf

Career
25–47 · 34.7%
This season
5 matches · 20.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into guardG420.0%
Body Blow6P into Dragonfish Blow6PP210.0%
crouch into Face Lift Kick3K210.0%
Comet Hook1P into Knuckle Part1PP15.0%
Elbow Butt4P15.0%
Low Drop Kick62K15.0%
Screw Hook63214P into Screw Lariat63214PP15.0%
Short Shoulder46P+K15.0%
backdash into Elbow Butt4P15.0%
backdash into Heavy Middle Kick3K+G15.0%
backward movement into Quick Shoulder66P+K15.0%
crouch dash back into Deadly Move Front6P+K+G15.0%
evade up into Short Shoulder46P+K15.0%
guardG into Arrow Knuckle3P15.0%
guardG into evade up15.0%

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: 2 of 16 tests hold up
  • Wolf: not tested (too few rounds)