VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

パパ

Career matches1,195
Career win rate53.0%
Round win rate51.5%
Peak rank28
Distinct opponents78
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1373 #2,792 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

Jeffry281,19563356253.0%

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

854 of 854 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.5393854

By opponent's character

Akira6.2374134
Lau6.6395100
Jacky6.840695
Shun6.740377
Sarah6.438664
Pai6.840758
Aoi7.041949
El Blaze6.941256
Vanessa6.639843
Wolf5.935236
Lion6.337929
Brad6.237327
Eileen6.740420
Jean6.338019
Lei Fei7.142716
Kage6.438212
Goh6.43857
Taka5.93527
Jeffry6.84055

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

Akira34201458.8%-0.5
Lau27161159.3%+7.7
Jacky24121250.0%+9.4
Shun1911857.9%+3.5
Sarah1771041.2%-9.2
Pai146842.9%-12.6
Aoi138561.5%+9.7
El Blaze138561.5%-0.7
Vanessa114736.4%-11.4
Wolf96366.7%+19.2
Lion82625.0%-40.9
Brad63350.0%+0.4
Eileen52340.0%-19.4
Jean440100.0%+57.2
Lei Fei43175.0%+31.6
Kage31233.3%-5.8
Goh21150.0%-24.8
Taka2020.0%-47.5
Jeffry1010.0%-58.2

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

Breakable Half Fence27151255.6%+4.2
Single Wall26121446.1%-11.2
Full Fence24121250.0%-6.2
Half Fence2214863.6%+12.7
Breakable Full Fence2011955.0%+5.3
Low Fence2011955.0%+8.3
Open2081240.0%-13.8
Octagon1910952.6%+3.9
Rectangle1881044.4%-13.0
Full Fence and Open138561.5%+7.9

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
Walls13053.8%52.6%+1.3
No walls6647.0%52.3%-5.4

Walls against open: +6.7 points (95% range -11.0 to +24.3), p 0.461 — 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 25)2026/10/1842250.0%
HaseMasa (Rank 27)2026/10/1664266.7%
gimoring (Rank 29)2026/10/1551420.0%
Jyuryoku_Eileen (Rank 25)2026/10/1442250.0%
yusyusonna (Rank 25)2026/10/1253260.0%
あぽろん (Rank 29)2026/10/1241325.0%
omuretukun (Rank 24)2026/10/101311284.6%
みの (Rank 24)2026/10/0953260.0%
あなたのかみさま (Rank 24)2026/09/30107370.0%
Martin1833 (Rank 25)2026/09/1832166.7%
starszhouuu (Rank 24)2026/09/14330100.0%
インドラー (Rank 24)2026/09/124040.0%
乃木ぽん@こてつ.kuma (Rank 27)2026/09/0631233.3%
old_wheelwind_barbarian (Rank 23)2026/09/056060.0%
金子です (Rank 28)2026/08/2971614.3%
allgonnaworkout (Rank 28)2026/08/2932166.7%
M3GAN2.0 (Rank 28)2026/08/2973442.9%
要你命3000 (Rank 25)2026/08/2932166.7%
コデリン03 (Rank 23)2026/08/29440100.0%
Momomia (Rank 27)2026/08/2583537.5%
GWO (Rank 24)2026/08/2454180.0%
廿撚二 (Rank 22)2026/08/0543175.0%
Might小麥豆漿 (Rank 22)2026/08/0484450.0%
yasai (Rank 21)2026/08/0331233.3%
ばくちーラウ (Rank 21)2026/07/3154180.0%

Round openings

Jeffry

Career
633–562 · 53.0%
This season
216 matches · 52.8%
Peak rank
28

First hit in 49.4% of 691 rounds. Won 54.2% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • In round 2: opens with “2K+G Ducking Low” in 18.9% of rounds, against 5.6% in their other rounds.
  • Against Shun: opens with “forward movement into PP Double Knuckle” in 20.6% of rounds, against 7.2% against everyone else.
  • On Rectangle stages: opens with “forward movement into PP Double Knuckle” in 18.6% of rounds, against 7.4% on the other stages.
  • After opening the round before with “2K+G Ducking Low”: opens with “backdash into evade down” in 16.3% of rounds, against 6.0% after anything else.

How is this tested?

Ducking Low2K+G629.0%
forward movement into Double KnucklePP598.5%
backdash into evade down558.0%
backdash into evade up426.1%
backdash into Tsunami Beat3K+G395.6%
crouch into Low Knuckle2P273.9%
forward movement into punchP233.3%
backdash into Double Hammer Down43P213.0%
backdash into Rising Hammer43PP182.6%
backdash into throw escape182.6%
guardG into throw escape162.3%
backdash into punchP121.7%
Middle Hell Stab6P+K111.6%
backdash into Toe Kick2K91.3%
crouch dash forward into throwP+G91.3%

119 further openings account for the other 270 rounds.

Counted from 176 of the 216 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
Akira10–3 · 77%4–4 · 50%too few to test
Lau6–6 · 50%5–5 · 50%too few to test
Jacky5–6 · 45%6–2 · 75%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.

40 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: 4 of 15 tests hold up