VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Jeffry

豆次郎

Career matches7,136
Career win rate40.9%
Round win rate45.5%
Peak rank24
Distinct opponents392
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1356 #2,895 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

Jeffry247,1362,9154,22140.9%

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

5,126 of 5,241 rounds counted

6.8 inputs a second (409 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.84095,126

By opponent's character

Wolf7.0420594
Akira6.7403550
Jacky6.8408512
Pai6.7403392
Sarah6.6398334
Aoi6.9413331
Shun6.8411300
Lion6.9412290
Goh7.0418236
Kage6.9414228
Eileen6.5392228
Jean6.7404219
Vanessa6.8408222
Jeffry6.7401172
Lei Fei6.9414156
El Blaze7.0419135
Brad7.0419105
Lau6.740169
Taka6.840749
Dural7.24334

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

Wolf150559536.7%-4.8
Akira148668244.6%+4.2
Jacky130547641.5%+4.2
Pai99445544.4%+5.4
Sarah85454052.9%+12.8
Aoi79374246.8%+6.7
Shun77275035.1%-7.9
Lion70294141.4%+0.5
Goh60213935.0%-4.7
Kage57183931.6%-10.1
Eileen56173930.4%-8.8
Jean53163730.2%-7.0
Vanessa53242945.3%+2.4
Jeffry44212347.7%+2.6
Lei Fei38142436.8%-0.9
El Blaze33132039.4%-1.6
Brad2671926.9%-15.2
Lau167943.8%+8.0
Taka135838.5%-5.6
Dural1010.0%-37.1

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Full Fence1555510035.5%-2.8
Breakable Full Fence146648243.8%+4.1
Breakable Half Fence142558738.7%-2.1
Open131508138.2%-2.8
Half Fence126527441.3%-0.5
Octagon120566446.7%+7.2
Single Wall113476641.6%+0.1
Low Fence112417136.6%-3.8
Rectangle106406637.7%-3.6
Full Fence and Open72314143.1%+3.4

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
Walls79540.5%40.2%+0.3
No walls35638.8%40.7%-2.0

Walls against open: +2.3 points (95% range -4.3 to +8.9), p 0.493 — 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

48歳技覚えられないよ (Rank 25)2026/10/18123925.0%
Lucifer-1971 (Rank 25)2026/10/182491537.5%
moga_moga24 (Rank 26)2026/10/18108280.0%
tokyo_dept (Rank 26)2026/10/17124833.3%
しろ☆おび。@のびしろF (Rank 25)2026/10/17156940.0%
Shurkn-_-pap03 (Rank 25)2026/10/17123925.0%
Sevengar01 (Rank 24)2026/10/16107370.0%
かりぼー (Rank 26)2026/10/10113827.3%
skew-kerb01 (Rank 25)2026/10/07157846.7%
ゅろぽ (Rank 26)2026/10/0495455.6%
horahukin-DRZ (Rank 26)2026/10/04113827.3%
K (Rank 25)2026/10/0394544.4%
AzurDragon (Rank 28)2026/09/28104640.0%
tst634tst (Rank 23)2026/09/27158753.3%
sakana5106 (Rank 25)2026/09/27112918.2%
zxyzguy (Rank 24)2026/09/23125741.7%
kota_mofumofu (Rank 24)2026/09/101651131.2%
mikkunn3277 (Rank 25)2026/09/08115645.5%
ねこ吉 (Rank 26)2026/08/24115645.5%
☆瞳氷☆ (Rank 24)2026/08/19104640.0%
失礼!スマッシュ☆彡 (Rank 25)2026/07/25135838.5%
neco (Rank 23)2026/07/22106460.0%
allgonnaworkout (Rank 26)2026/07/2196366.7%
りてりん (Rank 26)2026/07/20124833.3%
ZR615C (Rank 23)2026/06/2194544.4%

Round openings

Jeffry

Career
2,915–4,221 · 40.9%
This season
1,288 matches · 40.4%
Peak rank
24

First hit in 60.5% of 4,550 rounds. Won 47.2% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 33.0% of rounds, against 25.2% in their other rounds.
  • Against Jacky: moves in first in 29.4% of rounds, against 18.8% against everyone else.
  • On Rectangle stages: evades first in 2.1% of rounds, against 0.3% on the other stages.
  • After opening the round before by backing off: backs off first in 21.9% of rounds, against 14.5% after anything else.
  • After winning a round: backs off first in 18.7% of rounds, against 12.5% after losing one.
  • When behind: attacks straight away in 39.9% of rounds, against 34.9% when ahead or level.
  • In round 1: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 13.0% of rounds, against 8.9% in their other rounds.
  • Against Shun: opens with “crouch into 3K Side Kick” in 13.0% of rounds, against 4.4% against everyone else.
  • On Rectangle stages: opens with “crouch into 2P Low Knuckle” in 11.5% of rounds, against 5.8% on the other stages.
  • After losing a round: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 11.5% of rounds, against 5.9% after winning one.
  • When behind: opens with “4K Knee Push into 4KP Knee Push Wild Hook” in 11.2% of rounds, against 6.9% when ahead or level.

How is this tested?

forward movement into punchP77717.0%
Knee Push4K into Knee Push Wild Hook4KP4529.9%
kickK into Threat StanceP+K+G3026.6%
crouch into Low Knuckle2P2916.4%
crouch into Side Kick3K2285.0%
backdash into Megaton Knuckle43P+K1703.7%
Body CrushP+K into Threat StanceP+K+G1623.5%
crouch into down-back kick1K1393.0%
crouch into Hell Dunk Elbow2P+K1072.3%
crouch into Megaton Knuckle43P+K881.9%
forward movement into Double KnucklePP731.6%
Torpedo Head Butt4P+K701.5%
backdash into guardG631.4%
Body CrushP+K511.1%
Toe Kick2K501.1%

272 further openings account for the other 1,553 rounds.

Counted from 1,127 of the 1,288 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
Wolf38–66 · 37%11–16 · 41%too few to test
Akira39–41 · 49%14–18 · 44%+3.3
Jacky25–36 · 41%10–18 · 36%too few to test
Pai21–27 · 44%14–12 · 54%too few to test
Shun22–30 · 42%4–12 · 25%too few to test
Aoi17–19 · 47%8–14 · 36%too few to test
Lion12–18 · 40%6–13 · 32%too few to test
Goh12–22 · 35%6–11 · 35%too few to test
Sarah18–18 · 50%10–8 · 56%too few to test
Eileen12–21 · 36%3–10 · 23%too few to test
Kage4–16 · 20%4–14 · 22%too few to test
Jean8–21 · 28%5–9 · 36%too few to test
Vanessa16–22 · 42%3–5 · 38%too few to test
Jeffry8–11 · 42%7–10 · 41%too few to test
El Blaze9–14 · 39%4–4 · 50%too few to test
Lei Fei7–12 · 37%4–4 · 50%too few to test
Brad2–12 · 14%3–7 · 30%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

161 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 (18 here; about 0.9 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 18 tests hold up