VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

oyatu12345678

Career matches301
Career win rate64.1%
Round win rate58.8%
Peak rank30
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1496 #2,041 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

Jeffry3030119310864.1%

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

612 of 612 rounds counted

8.3 inputs a second (499 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.3499612

By opponent's character

Akira8.249494
Kage8.752274
Sarah8.651472
Jacky8.350064
Lei Fei8.551267
Jean7.444247
Aoi7.947341
Jeffry8.249229
Eileen8.752422
Pai9.053919
Wolf8.450622
Lau8.550816
Vanessa8.148413
Goh8.24948
Lion7.04207
Shun8.55118
El Blaze8.14875
Taka7.84704

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

Akira2318578.3%+10.8
Kage1810855.6%-5.4
Sarah1810855.6%-6.0
Jacky168850.0%-19.6
Lei Fei1610662.5%-14.3
Jean1210283.3%+24.8
Aoi119281.8%+17.4
Jeffry75271.4%+3.6
Eileen550100.0%+25.9
Pai53260.0%-6.1
Wolf550100.0%+32.8
Lau4040.0%-58.3
Vanessa330100.0%+40.0
Goh2020.0%-11.9
Lion220100.0%+39.6
Shun21150.0%-23.6
El Blaze1010.0%-94.4
Taka1010.0%-80.4

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 Fence2113861.9%+0.8
Rectangle2114766.7%+1.9
Breakable Full Fence2011955.0%-12.9
Low Fence2011955.0%-13.1
Breakable Half Fence1511473.3%+4.0
Octagon129375.0%+12.2
Full Fence95455.6%-0.9
Open97277.8%+7.2
Single Wall98188.9%+20.3
Full Fence and Open43175.0%+4.4

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
Walls9864.3%64.2%+0.1
No walls3868.4%68.3%+0.1

Walls against open: -0.1 points (95% range -17.9 to +17.8), p 0.995 — 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

pinturicchio (Rank 29)2026/08/3031233.3%
Shura1025 (Rank 33)2026/08/3032166.7%
ごちももも (Rank 32)2026/08/3051420.0%
gin-chaman (Rank 28)2026/08/30127558.3%
jieraiya39 (Rank 27)2026/08/3031233.3%
ヘニオ (Rank 34)2026/08/302020.0%
private-ryan-yk (Rank 29)2026/08/30440100.0%
お~ちゃん (Rank 32)2026/08/30105550.0%
Jyuryoku_Eileen (Rank 26)2026/08/30440100.0%
ターム (Rank 23)2026/08/18220100.0%
misoazy (Rank 26)2026/08/1865183.3%
hs72kim (Rank 26)2026/08/1853260.0%
feeling-frame (Rank 31)2026/08/1831233.3%
reiya---0602 (Rank 29)2026/08/1832166.7%
コナモン@konamon4119 (Rank 27)2026/08/18220100.0%
user (Rank 26)2026/08/1843175.0%
そんさく先生@SRGM (Rank 28)2026/08/1832166.7%
ぼっち.ぼ~る (Rank 27)2026/08/1832166.7%
neary (Rank 25)2026/08/1853260.0%
コロ助 (Rank 30)2026/08/182020.0%
matusita1125 (Rank 27)2026/08/1821150.0%
Lucifer-1971 (Rank 22)2026/07/05220100.0%
nasca-32 (Rank 15)2026/07/05660100.0%
taxable-night531 (Rank 13)2026/07/05330100.0%
なるた (Rank 15)2026/07/05660100.0%

Round openings

Jeffry

Career
193–108 · 64.1%
This season
151 matches · 65.6%
Peak rank
30

First hit in 59.4% of 611 rounds. Won 60.3% of the rounds they struck first, 56.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 41.6% of rounds, against 32.4% in their other rounds.
  • Against Jean: attacks straight away in 42.6% of rounds, against 16.1% against everyone else.
  • On Low Fence stages: moves in first in 51.8% of rounds, against 36.0% on the other stages.
  • After losing a round: backs off first in 50.0% of rounds, against 21.5% after winning one.
  • When behind: backs off first in 48.5% of rounds, against 24.8% when ahead or level.
  • Against Jacky: opens with “forward movement into PP Double Knuckle” in 23.4% of rounds, against 7.7% against everyone else.
  • After winning a round: opens with “forward movement into PP Double Knuckle” in 14.9% of rounds, against 4.0% after losing one.

How is this tested?

forward movement into punchP13021.2%
backdash into Double Hammer Down43P6110.0%
forward movement into Double KnucklePP579.3%
punchP into Double KnucklePP376.0%
backdash into Megaton Knuckle43P+K274.4%
backdash into Rising Hammer43PP233.8%
backdash into evade down233.8%
punchP223.6%
backdash into backward movement152.5%
forward movement into Body CrushP+K152.5%
backdash into forward dash111.8%
crouch into Ducking Low2K+G101.6%
crouch into Low Knuckle2P101.6%
punchP into Toe Kick2K91.5%
punchP into forward dash91.5%

89 further openings account for the other 153 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–2 · 82%7–1 · 88%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: 7 of 15 tests hold up