VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

baramgebi

  • Shun
Career matches219
Career win rate56.2%
Round win rate48.9%
Peak rank24
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1197 #3,438 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

Jeffry242161239356.9%
Shun63030.0%

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

264 of 264 rounds counted

5.7 inputs a second (339 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.6338249
Shun6.136815

By opponent's character

Akira5.935332
Aoi5.633437
Brad5.633630
Kage5.432625
Jacky5.734021
Jean5.532920
Vanessa5.633420
Lei Fei5.532715
Jeffry5.834912
Lau5.532812
Dural6.53928
Goh6.23738
Shun5.23136
Taka5.43226
Wolf6.03609
El Blaze5.93543

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

Akira86275.0%+28.3
Aoi84450.0%-5.8
Brad73442.9%-5.0
Kage74357.1%+21.4
Jacky63350.0%-12.9
Jean51420.0%-40.2
Vanessa54180.0%+32.8
Lei Fei42250.0%+1.2
Jeffry3030.0%-47.8
Lau31233.3%-51.5
Dural2020.0%-25.7
Goh21150.0%+6.8
Shun220100.0%+39.4
Taka2020.0%-49.8
Wolf220100.0%+81.6
El Blaze110100.0%+23.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence136746.1%-4.2
Full Fence and Open116554.5%-1.4
Breakable Full Fence96366.7%+15.8
Low Fence84450.0%+2.0
Single Wall64266.7%+9.8
Full Fence52340.0%+1.0
Octagon52340.0%-20.6
Open5050.0%-38.8
Breakable Half Fence32166.7%+24.7
Rectangle110100.0%+38.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls3652.8%50.1%+2.7
No walls1942.1%48.0%-5.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

nana (Rank 23)63350.0%
dalmax72 (Rank 22)54180.0%
m.a.10.15.akki (Rank 6)440100.0%
富美 (Rank 22)42250.0%
RENCYZOMB13 (Rank 26)31233.3%
kain (Rank 26)3030.0%
omuretukun (Rank 24)32166.7%
yabo (Rank 21)31233.3%
とかげ (Rank 16)32166.7%
달그림자 (Rank 21)31233.3%
*******ing (Rank 23)21150.0%
NEWTYPE (Rank 38)2020.0%
Sun-sin (Rank 21)220100.0%
dojoGR (Rank 23)21150.0%
r1s1d8 (Rank 26)2020.0%
zono (Rank 12)2020.0%
えなお (Rank 36)2020.0%
アンペグ (Rank 16)220100.0%
インドラー (Rank 26)2020.0%
ヘビ吉 (Rank 12)220100.0%
你是来拉屎的吗 (Rank 21)2020.0%
ibarahime (Rank 13)110100.0%
skellio (Rank 21)110100.0%
ぬ (Rank 21)110100.0%
スタンプジャンパー (Rank 21)110100.0%

Most played opponents, most recent first

r1s1d8 (Rank 26)2026/09/122020.0%
ぬ (Rank 21)2026/09/12110100.0%
nana (Rank 23)2026/09/1263350.0%
インドラー (Rank 26)2026/09/122020.0%
달그림자 (Rank 21)2026/09/1231233.3%
*******ing (Rank 23)2026/09/1021150.0%
skellio (Rank 21)2026/09/09110100.0%
RENCYZOMB13 (Rank 26)2026/09/0931233.3%
富美 (Rank 22)2026/09/0942250.0%
dojoGR (Rank 23)2026/09/0721150.0%
yabo (Rank 21)2026/09/0631233.3%
スタンプジャンパー (Rank 21)2026/09/06110100.0%
とかげ (Rank 16)2026/09/0632166.7%
omuretukun (Rank 24)2026/09/0632166.7%
kain (Rank 26)2026/09/053030.0%
dalmax72 (Rank 22)2026/09/0554180.0%
你是来拉屎的吗 (Rank 21)2026/09/052020.0%
ibarahime (Rank 13)2026/09/03110100.0%
ヘビ吉 (Rank 12)2026/09/02220100.0%
えなお (Rank 36)2026/09/022020.0%
zono (Rank 12)2026/08/312020.0%
m.a.10.15.akki (Rank 6)2026/08/31440100.0%
アンペグ (Rank 16)2026/08/31220100.0%
Sun-sin (Rank 21)2026/08/31220100.0%
NEWTYPE (Rank 38)2026/08/312020.0%

Round openings

Every character

crouch dash back into guardG155.7%
backdash124.5%
backdash into guardG103.8%
guardG103.8%
punchP93.4%
Low Knuckle2P83.0%
backdash into Tsunami Beat3K+G83.0%
backdash into Kenka Hook46P72.6%
crouch dash back into backdash62.3%
crouch dash back into backward movement62.3%
evade up62.3%
Elbow Butt6P into forward movement51.9%
crouch into Double Upper3PP51.9%
crouch into guardG51.9%
crouch dash back into Toe Kick2K41.5%

95 further openings account for the other 148 rounds.

Jeffry

Career
123–93 · 56.9%
This season
63 matches · 54.0%
Peak rank
24

First hit in 60.2% of 249 rounds. Won 56.0% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG145.6%
backdash124.8%
backdash into guardG104.0%
guardG93.6%
punchP93.6%
Low Knuckle2P83.2%
backdash into Tsunami Beat3K+G83.2%
backdash into Kenka Hook46P72.8%
crouch dash back into backward movement62.4%
evade up62.4%
Elbow Butt6P into forward movement52.0%
crouch into Double Upper3PP52.0%
crouch into guardG52.0%
crouch dash back into Toe Kick2K41.6%
crouch dash back into kickK41.6%

87 further openings account for the other 137 rounds.

Shun

Career
0–3 · 0.0%
This season
4 matches · 0.0%
Peak rank
6

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Gyou'in Haishu3P320.0%
crouch dash back into backdash320.0%
Haisenchu1P into backdash16.7%
backdash into Tenshin Benshu4P+K16.7%
crouch dash back into Getsuga Gakushu46P16.7%
crouch dash back into Haisenchu Kaikakyaku1PK16.7%
crouch dash back into guardG16.7%
crouch into Gyou'in Haishu3P16.7%
evade down into Tenshin Benshu4P+K16.7%
guardG16.7%
punchP into RengekiPP16.7%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: not tested (too few rounds)
  • Shun: not tested (too few rounds)