VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

penta

Career matches5,240
Career win rate21.5%
Round win rate32.4%
Peak rank22
Distinct opponents226
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1106 #3,582 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

Jeffry225,0991,0874,01221.3%
Jean—1413810326.9%

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

721 of 2,779 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.8347721

By opponent's character

Aoi5.935356
Akira5.834887
Jacky5.834872
Lion5.935652
Kage5.432645
Shun6.237036
El Blaze5.834660
Wolf6.43829
Sarah5.532932
Goh6.237329
Vanessa5.432539
Pai6.337635
Jean5.331616
Jeffry5.834636
Eileen5.734114
Taka5.532844
Brad5.935315
Lau5.935121
Lei Fei5.834523

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

Aoi106357133.0%+15.2
Akira70106014.3%-6.0
Jacky60114918.3%+4.8
Lion41132831.7%+11.4
Kage40122830.0%+11.2
Shun391382.6%-12.5
El Blaze3883021.1%+2.8
Wolf3843410.5%-12.3
Sarah3763116.2%-4.1
Goh3562917.1%-2.0
Vanessa35112431.4%+11.5
Pai333309.1%-10.2
Jean2742314.8%-7.3
Jeffry2642215.4%-0.5
Eileen2021810.0%-10.2
Taka161156.2%-10.7
Brad1521313.3%-9.1
Lau151146.7%-11.8
Lei Fei151146.7%-18.9
Dural2020.0%-10.4

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Fence85236227.1%+7.5
Half Fence80136716.2%-3.1
Single Wall77166120.8%+1.1
Rectangle75175822.7%+6.0
Breakable Full Fence727659.7%-12.1
Octagon67105714.9%-5.6
Open65125318.5%+2.1
Full Fence63154823.8%+5.9
Low Fence5794815.8%-3.9
Full Fence and Open3763116.2%-4.1

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
Walls44219.2%19.3%-0.1
No walls19918.6%18.6%-0.0

Walls against open: -0.1 points (95% range -8.0 to +7.9), p 0.989 — 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

dalmax72 (Rank 22)2026/09/123082226.7%
yasai (Rank 22)2026/06/049090.0%
ziend-2525 (Rank 24)2026/06/046060.0%
PRIMA_DENMA (Rank 22)2026/05/289090.0%
omuretukun (Rank 22)2026/05/281941521.1%
Drunk_Monkey3110 (Rank 23)2026/05/28110110.0%
TakuAnn (Rank 24)2026/05/2871614.3%
kuni_sato (Rank 23)2026/05/28102820.0%
じょーかー (Rank 23)2026/05/28104640.0%
Akagera_forest-K (Rank 23)2026/05/281421214.3%
6132da (Rank 22)2026/05/20112918.2%
toyboy17 (Rank 22)2026/05/171441028.6%
かつや (Rank 21)2026/05/1795455.6%
GWO (Rank 24)2026/05/17136746.1%
まどか (Rank 21)2026/05/099090.0%
runestone9774 (Rank 23)2026/05/077070.0%
Hosoccher (Rank 23)2026/05/06130130.0%
みーふく (Rank 21)2026/05/0692722.2%
hide2480gt (Rank 21)2026/05/0623111247.8%
kinggorira90 (Rank 23)2026/04/2471614.3%
satolaJP (Rank 24)2026/04/246060.0%
ガンジャッキー (Rank 24)2026/04/1771614.3%
T_munetora (Rank 24)2026/04/177070.0%
Hirops_wsrni418 (Rank 21)2026/03/30108280.0%
阿佐谷南外科 (Rank 21)2026/03/2873442.9%

Round openings

Jeffry

Career
1,087–4,012 · 21.3%
This season
708 matches · 19.1%
Peak rank
22

First hit in 46.8% of 2,768 rounds. Won 33.5% of the rounds they struck first, 31.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 24.6% of rounds, against 6.1% in their other rounds.
  • Against Shun: backs off first in 67.3% of rounds, against 49.3% against everyone else.
  • After opening the round before by waiting: waits first in 15.1% of rounds, against 4.4% after anything else.
  • In round 1: opens with “G guard” in 13.0% of rounds, against 1.4% in their other rounds.
  • After opening the round before with “G guard”: opens with “G guard” in 8.8% of rounds, against 1.0% after anything else.

How is this tested?

evade down into guardG31611.4%
backdash into Kenka Hook46P2007.2%
crouch dash back into evade down1545.5%
guardG1224.4%
backdash into Tsunami Beat3K+G752.7%
crouch dash forward into guardG752.7%
crouch dash back into guardG692.5%
crouch dash forward into evade down692.5%
crouch dash back into Hell Dunk Hammer214P+K652.3%
crouch dash back into Scoop Kick4K+G602.2%
backdash into guardG511.8%
crouch dash forward into throwP+G481.7%
backdash into Side Kick3K441.6%
backdash into Scoop Kick4K+G401.4%
Kenka Hook46P391.4%

312 further openings account for the other 1,355 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi20–42 · 32%10–18 · 36%too few to test
Akira5–39 · 11%4–16 · 20%too few to test
Jacky8–31 · 21%3–16 · 16%too few to test
Lion10–23 · 30%2–4 · 33%too few to test
Kage9–14 · 39%2–7 · 22%too few to test
Shun1–25 · 4%0–12 · 0%too few to test
El Blaze4–17 · 19%4–9 · 31%too few to test
Wolf2–22 · 8%1–10 · 9%too few to test
Sarah2–18 · 10%3–10 · 23%too few to test
Goh3–18 · 14%2–11 · 15%too few to test
Vanessa6–7 · 46%4–11 · 27%too few to test
Pai3–22 · 12%0–6 · 0%too few to test
Jean4–14 · 22%0–7 · 0%too few to test
Jeffry2–15 · 12%1–6 · 14%too few to test
Eileen2–10 · 17%0–6 · 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.

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: 5 of 17 tests hold up