VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

はれんちぶるどっく

Career matches2,454
Career win rate32.8%
Round win rate43.7%
Peak rank24
Distinct opponents99
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1108 #3,579 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

Jeffry242,4548061,64832.8%

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

1,375 of 1,375 rounds counted

6.6 inputs a second (394 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.63941,375

By opponent's character

Akira6.4382222
Jacky6.5388150
Shun6.9415104
Aoi7.0419107
Goh6.639793
Lau6.337790
Pai6.841080
Kage6.740274
Sarah6.539078
Lion6.438575
Jean6.136660
Jeffry6.338164
Lei Fei6.740347
Brad6.740132
El Blaze7.444630
Vanessa6.438435
Wolf6.539326
Eileen5.63393
Taka4.82885

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

Akira51262551.0%+14.4
Jacky38132534.2%-2.0
Shun28131546.4%+2.4
Aoi24131154.2%+17.0
Goh2281436.4%-7.5
Lau2213959.1%+17.9
Pai2031715.0%-22.2
Kage1931615.8%-21.4
Sarah1971236.8%+1.9
Lion1761135.3%-3.8
Jean1651131.2%-3.7
Jeffry1641225.0%-7.3
Lei Fei1321115.4%-23.1
Brad82625.0%-26.2
El Blaze82625.0%-6.2
Vanessa85362.5%+10.6
Wolf76185.7%+31.9
Eileen110100.0%+47.3
Taka1010.0%-22.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Breakable Half Fence57302752.6%+9.2
Half Fence46143230.4%-5.5
Rectangle40142635.0%-1.3
Octagon38132534.2%-3.4
Full Fence32122037.5%-5.2
Low Fence2681830.8%-12.0
Single Wall26131350.0%+13.2
Breakable Full Fence2581732.0%-2.2
Open2051525.0%-13.2
Full Fence and Open105550.0%+15.6

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23838.2%38.8%-0.6
No walls7236.1%39.2%-3.0

Walls against open: +2.4 points (95% range -10.1 to +15.0), p 0.704 — 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

みらめたる (Rank 21)2026/09/18117463.6%
あなたのかみさま (Rank 23)2026/09/1441325.0%
kouchant0051 (Rank 21)2026/09/1483537.5%
富美 (Rank 22)2026/09/1361516.7%
交通弱者用押しボタン (Rank 23)2026/09/124040.0%
dalmax72 (Rank 24)2026/09/12135838.5%
けいすけ新宿 (Rank 24)2026/09/11136746.1%
hijunglove (Rank 23)2026/09/0972528.6%
cs2skoda (Rank 23)2026/09/09103730.0%
kayotomo55 (Rank 24)2026/09/0662433.3%
김멋있다 (Rank 21)2026/09/0653260.0%
送分童子 (Rank 22)2026/09/0653260.0%
a39611619 (Rank 21)2026/09/0653260.0%
スタンプジャンパー (Rank 21)2026/09/05105550.0%
qzmix (Rank 22)2026/09/0581712.5%
yagi[JP] (Rank 24)2026/09/0561516.7%
委員ちょ (Rank 21)2026/08/3176185.7%
しろ☆おび。@のびしろF (Rank 24)2026/08/3072528.6%
y.o.y (Rank 21)2026/08/3065183.3%
フォアグラ (Rank 22)2026/08/2964266.7%
廿撚二 (Rank 21)2026/08/2796366.7%
破軍恩 (Rank 22)2026/08/2593633.3%
snjpeeee (Rank 22)2026/08/2362433.3%
時宣院日要 (Rank 21)2026/08/1886275.0%
tentuyu.j (Rank 12)2026/07/2952340.0%

Round openings

Jeffry

Career
806–1,648 · 32.8%
This season
338 matches · 39.0%
Peak rank
24

First hit in 49.5% of 1,373 rounds. Won 50.1% of the rounds they struck first, 37.4% of the rounds they were struck first.

Significant Tells

  • After the opponent opened the round before by waiting: attacks straight away in 48.6% of rounds, against 36.4% after anything else.
  • After losing a round: attacks straight away in 44.2% of rounds, against 31.3% after winning one.
  • When ahead: evades first in 31.0% of rounds, against 22.3% when level or behind.
  • Against Pai: opens with “crouch into 2K+G Ducking Low” in 17.5% of rounds, against 7.3% against everyone else.
  • After losing a round: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 11.8% of rounds, against 6.8% after winning one.
  • When ahead: opens with “backdash into 43P+K Megaton Knuckle” in 13.4% of rounds, against 7.9% when level or behind.

How is this tested?

backdash into Megaton Knuckle43P+K1329.6%
Knee Push4K into Knee Push Wild Hook4KP1249.0%
crouch into Ducking Low2K+G1087.8%
Knee Push4K765.5%
Tsunami Beat3K+G533.9%
evade up into Tsunami Beat3K+G372.7%
Hammer Slide1P into Grizzly Hammer1PP352.5%
forward movement into punchP342.5%
Knee Attack6K332.4%
crouch into Side Kick3K322.3%
evade up312.2%
Body CrushP+K292.1%
evade up into evade down292.1%
Body CrushP+K into Threat StanceP+K+G282.0%
evade up into throwP+G272.0%

182 further openings account for the other 567 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira21–22 · 49%3–3 · 50%too few to test
Jacky8–18 · 31%0–5 · 0%too few to test
Shun10–9 · 53%2–6 · 25%too few to test
Aoi8–7 · 53%3–2 · 60%too few to test
Goh6–7 · 46%1–6 · 14%too few to test
Lau13–6 · 68%0–3 · 0%too few to test
Pai3–11 · 21%0–4 · 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 (15 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: 6 of 15 tests hold up