VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jeffry

feeling-frame

Career matches4,007
Career win rate51.3%
Round win rate50.1%
Peak rank33
Distinct opponents160
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1541 #1,737 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

Jeffry334,0072,0551,95251.3%

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

1,732 of 2,253 rounds counted

5.6 inputs a second (333 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.63331,732

By opponent's character

Akira5.6338165
Jacky5.8345222
Sarah5.4325189
Vanessa5.5328116
Jean5.6335130
Kage5.633582
Jeffry5.7339112
Wolf5.633973
Goh5.533277
Brad5.9357101
Lau5.533285
Lion5.331663
Aoi5.432478
Pai5.533376
Shun5.231270
El Blaze5.432536
Lei Fei5.231525
Eileen5.231519
Taka5.633510
Dural5.13093

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

Akira72373551.4%+5.0
Jacky70313944.3%-4.2
Sarah50222844.0%-3.0
Vanessa42192345.2%-7.0
Jean33122136.4%-7.3
Kage33191457.6%+8.4
Jeffry31211067.7%+18.1
Wolf28141450.0%-2.8
Goh27131448.1%-4.8
Brad26121446.1%+1.4
Lau24101441.7%-4.7
Lion2391439.1%+1.1
Aoi21101147.6%-2.8
Pai21111052.4%+6.5
Shun2181338.1%-15.4
El Blaze1911857.9%+0.3
Lei Fei85362.5%+26.6
Eileen41325.0%-23.6
Taka330100.0%+63.4
Dural2020.0%-19.3

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 Fence74344046.0%-2.8
Octagon65293644.6%-5.6
Single Wall64313348.4%+3.3
Low Fence57292850.9%+6.0
Full Fence52282453.9%+3.7
Rectangle52292355.8%+6.0
Open50212942.0%-0.6
Breakable Half Fence45232251.1%+5.4
Breakable Full Fence44162836.4%-17.3
Full Fence and Open30131743.3%-3.7

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
Walls33247.9%49.5%-1.6
No walls17147.4%44.6%+2.7

Walls against open: -4.3 points (95% range -13.7 to +5.1), p 0.369 — 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 21)2026/10/161413192.9%
xXsoul-childXx (Rank 29)2026/10/1372528.6%
タピる。 (Rank 34)2026/10/101610662.5%
Bird-Tat (Rank 33)2026/10/1064266.7%
BANANA (Rank 31)2026/10/021510566.7%
あぽろん (Rank 36)2026/09/3094544.4%
ケツバッターA (Rank 34)2026/09/2985362.5%
lapislazuli (Rank 35)2026/09/2962433.3%
しゅが~nsr (Rank 26)2026/09/1625111444.0%
伍の人 (Rank 32)2026/09/1551420.0%
kampfarkz (Rank 33)2026/09/151441028.6%
okb@j>おーけーびー (Rank 29)2026/09/152081240.0%
eastrun (Rank 29)2026/09/0751420.0%
クロサギ@はなちゃん (Rank 30)2026/09/0673442.9%
GreenJacky (Rank 30)2026/09/0352340.0%
manao_0609 (Rank 30)2026/08/311711664.7%
nanami.madogiwa (Rank 34)2026/08/256060.0%
elf4sale (Rank 30)2026/08/2575271.4%
a_h_i_k_o (Rank 27)2026/07/2774357.1%
くろなぎ (Rank 31)2026/07/20145935.7%
melty01 (Rank 27)2026/05/2163350.0%
ヘニオ (Rank 30)2026/05/20135838.5%
みんみんさん (Rank 33)2026/05/0963350.0%
rocketopunch (Rank 32)2026/05/0663350.0%
龍仙人【鬼手仏心】 (Rank 27)2026/04/246060.0%

Round openings

Jeffry

Career
2,055–1,952 · 51.3%
This season
558 matches · 48.0%
Peak rank
33

First hit in 56.6% of 2,111 rounds. Won 51.6% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 48.2% of rounds, against 38.0% in their other rounds.
  • Against Vanessa: moves in first in 17.2% of rounds, against 4.2% against everyone else.
  • After opening the round before by moving in: moves in first in 15.5% of rounds, against 3.8% after anything else.
  • After the opponent opened the round before by attacking: waits first in 35.1% of rounds, against 28.5% after anything else.
  • After losing a round: attacks straight away in 44.4% of rounds, against 31.8% after winning one.
  • When behind: attacks straight away in 45.8% of rounds, against 35.6% when ahead or level.
  • In round 1: opens with “P punch into PP Double Knuckle” in 15.2% of rounds, against 5.5% in their other rounds.
  • Against Aoi: opens with “crouch into 2K+G Ducking Low” in 24.4% of rounds, against 5.7% against everyone else.
  • After opening the round before with “66P Dash Elbow into 66PP Dash Elbow Upper”: opens with “66P Dash Elbow into 66PP Dash Elbow Upper” in 19.2% of rounds, against 5.7% after anything else.
  • After losing a round: opens with “66P Dash Elbow into 66PP Dash Elbow Upper” in 9.2% of rounds, against 4.1% after winning one.
  • When ahead: opens with “crouch into 2K+G Ducking Low” in 8.8% of rounds, against 4.9% when level or behind.

How is this tested?

punchP34016.1%
punchP into Double KnucklePP1687.9%
Dash Elbow66P into Dash Elbow Upper66PP1396.6%
crouch into Ducking Low2K+G1356.4%
guardG1125.3%
crouch into down-back kick1K914.3%
backdash into Knee Push4K844.0%
backdash into evade up753.5%
backdash into Toe Kick2K622.9%
forward movement into punchP542.5%
crouch into Side Kick3K532.5%
backdash into Double Hammer Down43P482.3%
forward movement into Double KnucklePP341.6%
guardG into crouch341.6%
kickK321.5%

155 further openings account for the other 657 rounds.

Counted from 525 of the 558 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
Akira25–20 · 56%6–10 · 38%too few to test
Jacky24–26 · 48%5–7 · 42%too few to test
Sarah14–22 · 39%5–4 · 56%too few to test
Vanessa12–14 · 46%7–7 · 50%too few to test
Jean6–12 · 33%4–8 · 33%too few to test
Kage12–7 · 63%5–6 · 45%too few to test
Jeffry11–5 · 69%5–3 · 62%too few to test
Wolf4–10 · 29%8–2 · 80%too few to test
Goh6–4 · 60%4–6 · 40%too few to test
Lion1–3 · 25%6–9 · 40%too few to test
Shun6–7 · 46%1–5 · 17%too few to test
Lau2–5 · 29%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.

33 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?

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: 11 of 15 tests hold up