VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

オドパンJ

Career matches1,369
Career win rate53.0%
Round win rate49.7%
Peak rank32
Distinct opponents185
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1538 #1,764 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

Jeffry321,36972664353.0%

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

1,888 of 1,888 rounds counted

9.3 inputs a second (557 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry9.35571,888

By opponent's character

Jacky9.2552202
Akira9.3560176
Wolf9.7581173
Pai9.2551159
Jeffry9.7583155
Sarah9.0540142
Shun9.1543122
Jean9.2552117
Goh9.4566109
Aoi9.355976
Kage9.355973
Lau9.355756
Dural9.356162
El Blaze8.953256
Lei Fei9.255553
Taka9.456445
Eileen8.953639
Vanessa8.651833
Brad8.752221
Lion8.852519

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

Jacky48212743.8%-7.8
Akira44242054.5%+1.7
Wolf42251759.5%+7.4
Pai39211853.9%+6.4
Jeffry38152339.5%-6.1
Sarah37201754.0%+4.0
Shun30161453.3%+8.0
Jean28111739.3%-3.8
Goh26101638.5%-11.9
Aoi1912763.2%+13.3
Kage1911857.9%+15.1
Lau1651131.2%-11.0
Dural1510566.7%+8.3
El Blaze147750.0%-5.3
Lei Fei135838.5%-5.2
Taka113827.3%-8.6
Eileen95455.6%+8.2
Vanessa83537.5%-4.7
Brad51420.0%-34.9
Lion51420.0%-21.3

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Octagon55213438.2%-13.3
Full Fence53322160.4%+8.0
Breakable Half Fence52223042.3%-5.6
Low Fence51302158.8%+9.6
Breakable Full Fence49272255.1%+12.1
Single Wall46192741.3%-4.7
Rectangle43152834.9%-12.2
Open34161847.1%-0.5
Half Fence31191261.3%+10.2
Full Fence and Open179852.9%-0.5

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls28348.1%48.7%-0.6
No walls13149.6%47.9%+1.7

Walls against open: -2.4 points (95% range -12.7 to +8.0), p 0.656 — 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

west-muta (Rank 32)2026/10/1072528.6%
混浴ジャキミリアン (Rank 31)2026/10/1073442.9%
ザイオン (Rank 31)2026/10/101541126.7%
curry_1976 (Rank 32)2026/10/1052340.0%
鳩男 (Rank 30)2026/10/1076185.7%
mossan_opa2 (Rank 34)2026/10/1052340.0%
E-BB1 (Rank 28)2026/10/1053260.0%
tentenn100 (Rank 30)2026/10/1052340.0%
monky-d-taku (Rank 29)2026/10/10106460.0%
Oo-Mujirushi-oO (Rank 31)2026/10/1064266.7%
nana-ushi (Rank 35)2026/10/0995455.6%
Pesso (Rank 28)2026/10/0852340.0%
南部の釣れないルアー (Rank 33)2026/10/0883537.5%
ヘニオ (Rank 34)2026/10/084040.0%
TaKaArAsHi573 (Rank 29)2026/10/08149564.3%
うをん (Rank 33)2026/10/0875271.4%
NekoPunchMaster (Rank 32)2026/10/0851420.0%
akimaru7 (Rank 31)2026/08/2552340.0%
さみぃ_ANTARES (Rank 29)2026/06/3062433.3%
misoazy (Rank 28)2026/06/3053260.0%
HB (Rank 29)2026/06/2862433.3%
toothy-limb74 (Rank 25)2026/06/1541325.0%
BANANA (Rank 27)2026/06/146060.0%
ありがとナス (Rank 27)2026/06/1442250.0%
寝起きにビール (Rank 27)2026/06/1464266.7%

Round openings

Jeffry

Career
726–643 · 53.0%
This season
466 matches · 48.5%
Peak rank
32

First hit in 58.1% of 1,117 rounds. Won 57.6% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • In round 3: moves in first in 48.9% of rounds, against 41.8% in their other rounds.
  • In round 1: opens with “crouch into 2K+G Ducking Low” in 9.4% of rounds, against 4.4% in their other rounds.
  • Against Sarah: opens with “backdash into 2K Toe Kick” in 11.7% of rounds, against 4.5% against everyone else.

How is this tested?

forward movement into Double KnucklePP19016.7%
forward movement into punchP16614.6%
crouch into Ducking Low2K+G645.6%
backdash into Toe Kick2K595.2%
backdash into Full Swing Upper33P443.9%
forward movement into Knuckle KickPK363.2%
backdash into Overblow Shoulder66P+K322.8%
backdash into Tsunami Beat3K+G272.4%
backdash into kickK262.3%
backdash into guardG252.2%
backdash into evade up191.7%
crouch into Low Knuckle2P181.6%
backdash into Kenka Hook46P141.2%
throw escape131.1%
Torpedo Head Butt4P+K111.0%

154 further openings account for the other 396 rounds.

Counted from 278 of the 466 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
Akira10–2 · 83%8–8 · 50%too few to test
Pai10–9 · 53%4–4 · 50%too few to test
Wolf11–8 · 58%7–1 · 88%too few to test
Sarah9–8 · 53%5–3 · 62%too few to test
Jeffry5–11 · 31%3–0 · 100%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.

188 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: 3 of 15 tests hold up