VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

nicknosuke

Career matches493
Career win rate31.4%
Round win rate36.7%
Peak rank21
Distinct opponents119
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1082 #3,613 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

Jeffry2149315533831.4%

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

1,097 of 1,098 rounds counted

6.5 inputs a second (391 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.53911,097

By opponent's character

Akira6.2370140
Pai6.6394113
Jacky6.639489
Aoi6.539176
El Blaze7.142463
Goh6.639465
Shun6.639659
Eileen6.237048
Wolf6.438346
Brad6.840749
Jeffry6.941251
Vanessa6.438345
Kage6.338146
Lei Fei6.337941
Lion6.639446
Sarah6.840843
Lau6.538732
Taka5.834920
Jean6.941214
Dural7.041811

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

Akira37172046.0%+18.3
Pai29131644.8%+19.8
Jacky2571828.0%-2.5
Aoi1981142.1%+18.1
El Blaze1761135.3%+8.8
Goh1641225.0%-21.4
Shun1521313.3%-13.5
Eileen140140.0%-27.1
Wolf1331023.1%-7.5
Brad123925.0%-3.4
Jeffry1221016.7%-12.0
Vanessa123925.0%-6.2
Kage112918.2%-13.9
Lei Fei112918.2%+2.4
Lion114736.4%-8.6
Sarah101910.0%-15.8
Lau82625.0%+3.4
Taka52340.0%+14.4
Jean41325.0%+4.0
Dural3030.0%-13.2

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

Rectangle47163134.0%+10.6
Full Fence3543111.4%-17.6
Low Fence34142041.2%+8.0
Half Fence3142712.9%-15.2
Open272257.4%-23.4
Single Wall2471729.2%-4.5
Breakable Full Fence1961331.6%+2.8
Breakable Half Fence1871138.9%+17.5
Octagon1861233.3%+7.1
Full Fence and Open147750.0%+14.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16825.6%26.1%-0.5
No walls8527.1%32.1%-5.1

Walls against open: +4.6 points (95% range -8.5 to +17.6), p 0.490 — 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

めがね (Rank 21)2026/08/064040.0%
紅男 (Rank 21)2026/08/0553260.0%
安全パイ (Rank 24)2026/08/0542250.0%
mikkunn3277 (Rank 24)2026/08/0551420.0%
kinoppy0126 (Rank 22)2026/08/0552340.0%
SakuRa (Rank 23)2026/08/054040.0%
AgnusDei (Rank 24)2026/08/054040.0%
edmond3288 (Rank 16)2026/08/05440100.0%
NEKO-PUNCH318 (Rank 23)2026/08/0451420.0%
施主功力必定在我之上 (Rank 24)2026/07/304040.0%
ぴろ (Rank 24)2026/07/3051420.0%
Penoco (Rank 24)2026/07/2942250.0%
ゅろぽ (Rank 24)2026/07/275050.0%
ありがとナス (Rank 22)2026/07/2754180.0%
kagemaru (Rank 21)2026/07/2451420.0%
nekosuke1515 (Rank 21)2026/07/2352340.0%
CHASER (Rank 22)2026/07/214040.0%
neco (Rank 21)2026/07/214040.0%
もっちぃ (Rank 24)2026/07/2141325.0%
habanero_mariner (Rank 21)2026/07/2153260.0%
Hadouken (Rank 21)2026/07/204040.0%
流形 (Rank 12)2026/07/20660100.0%
ばっき~ (Rank 13)2026/07/2063350.0%
suzuran_4166 (Rank 7)2026/07/2063350.0%
nekodiver2 (Rank 8)2026/07/1343175.0%

Round openings

Jeffry

Career
155–338 · 31.4%
This season
284 matches · 28.9%
Peak rank
21

First hit in 52.2% of 1,095 rounds. Won 38.1% of the rounds they struck first, 35.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Drop Anchor1K+G12711.6%
Destruction WaveK+G766.9%
guardG555.0%
evade up into throwP+G524.7%
guardG into Head Attack46P+K393.5%
guardG into evade down333.0%
evade up292.6%
evade up into Head Attack46P+K282.5%
guardG into evade up282.5%
evade up into Knee Attack6K272.5%
guardG into Torpedo Head Butt4P+K272.5%
evade up into guardG262.4%
evade up into crouch dash forward211.9%
guardG into Kenka Kick66K+G211.9%
evade up into evade down181.6%

147 further openings account for the other 491 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–13 · 38%2–4 · 33%too few to test
Pai7–12 · 37%5–3 · 62%too few to test
Jacky0–14 · 0%5–4 · 56%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: 0 of 15 tests hold up