VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

usanari2501

  • Lion
Career matches1,143
Career win rate47.2%
Round win rate48.8%
Peak rank25
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1343 #2,948 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

Jeffry251,14353960447.2%
Lion16000—

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

319 of 469 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.7520316
Lion8.14883

By opponent's character

Akira8.752266
Aoi9.154829
Jacky8.450422
Kage7.746115
Sarah8.752235
Pai8.752023
Jeffry9.054028
Lion8.249215
Shun9.053919
Taka8.953221
Jean8.248912
Lau8.34974
Wolf8.24913
Brad8.65188
Eileen8.45027
El Blaze10.56314
Goh7.84693
Vanessa8.55075

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

Akira1991047.4%-5.6
Aoi158753.3%-0.8
Jacky103730.0%-7.6
Kage105550.0%-4.3
Sarah106460.0%+12.2
Pai94544.4%-6.1
Jeffry64266.7%+25.5
Lion52340.0%-6.1
Shun550100.0%+45.2
Taka52340.0%-18.1
Jean4040.0%-37.6
Lau42250.0%-3.1
Wolf41325.0%-19.8
Brad21150.0%-1.8
Eileen220100.0%+46.3
El Blaze21150.0%+17.3
Goh110100.0%+44.9
Vanessa1010.0%-30.6

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

Breakable Full Fence1810855.6%+2.6
Octagon1761135.3%-17.0
Full Fence1610662.5%+13.7
Half Fence114736.4%-15.3
Open116554.5%+11.1
Breakable Half Fence84450.0%+1.5
Full Fence and Open84450.0%+7.4
Rectangle74357.1%+5.0
Single Wall73442.9%-6.8
Low Fence52340.0%-5.4

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
Walls7749.4%51.0%-1.6
No walls2347.8%46.1%+1.7

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

Most played opponents, most recent first

old_whirlwind_barbarian (Rank 27)2026/09/272020.0%
도룡밖에난몰라/RSA (Rank 24)2026/09/184040.0%
雪共和国 (Rank 21)2026/09/12220100.0%
dalmax72 (Rank 24)2026/09/1054180.0%
be-shedded (Rank 26)2026/09/04220100.0%
乃木ぽん@こてつ.kuma (Rank 26)2026/08/2431233.3%
sk901 (Rank 21)2026/08/23220100.0%
Sleepoleon (Rank 21)2026/08/03220100.0%
kinoppy0126 (Rank 22)2026/08/0242250.0%
yasai (Rank 23)2026/07/29220100.0%
しゅうまい (Rank 22)2026/07/26220100.0%
委員ちょ (Rank 21)2026/07/0843175.0%
じゃきぱい (Rank 21)2026/06/24220100.0%
cs2skoda (Rank 23)2026/06/242020.0%
omuretukun (Rank 21)2026/06/1341325.0%
penta (Rank 21)2026/05/20220100.0%
chimichama (Rank 21)2026/05/1821150.0%
入れ込むかもしれない (Rank 26)2026/05/1131233.3%
shinkita (Rank 21)2026/05/1121150.0%
twinsshine (Rank 26)2026/05/1031233.3%
格雷希欧 (Rank 24)2026/05/1031233.3%
Railly'25 (Rank 23)2026/05/0631233.3%
pky3707 (Rank 23)2026/05/0532166.7%
壱色淸淨 (Rank 25)2026/05/0521150.0%
kimxxxtt (Rank 22)2026/04/192020.0%

Round openings

Every character

backdash into Megaton Knuckle43P+K7716.4%
backdash into backward movement286.0%
backdash into Full Swing Double Hammer41236P+K275.8%
punchP into Double KnucklePP234.9%
punchP224.7%
backdash into Head Attack46P+K163.4%
backdash into guardG143.0%
backdash into Kenka Hook46P132.8%
backdash into punchP112.4%
punchP into Elbow Butt6P112.4%
crouch into Full Swing Upper33P102.1%
backdash into Heavy Back Knuckle4P91.9%
backdash into Tsunami Beat3K+G91.9%
backdash into Rising Hammer43PP81.7%
backdash into Toe Kick2K71.5%

105 further openings account for the other 184 rounds.

Jeffry

Career
539–604 · 47.2%
This season
113 matches · 49.6%
Peak rank
25

First hit in 54.2% of 461 rounds. Won 52.8% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 74.4% of rounds, against 53.9% against everyone else.
  • On Breakable Full Fence stages: backs off first in 74.3% of rounds, against 55.2% on the other stages.

How is this tested?

backdash into Megaton Knuckle43P+K7716.5%
backdash into Full Swing Double Hammer41236P+K275.8%
backdash into backward movement275.8%
punchP into Double KnucklePP234.9%
punchP224.7%
backdash into Head Attack46P+K163.4%
backdash into guardG143.0%
backdash into Kenka Hook46P132.8%
backdash into punchP112.4%
punchP into Elbow Butt6P112.4%
crouch into Full Swing Upper33P102.1%
backdash into Heavy Back Knuckle4P91.9%
backdash into Tsunami Beat3K+G91.9%
backdash into Rising Hammer43PP81.7%
backdash into Toe Kick2K71.5%

103 further openings account for the other 182 rounds.

Lion

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement133.3%
backward movement into Katousui2P133.3%
crouch into Katousui2P133.3%

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: 2 of 15 tests hold up
  • Lion: not tested (too few rounds)