VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jeffry

noise4loiz

Career matches254
Career win rate45.3%
Round win rate51.3%
Peak rank22
Distinct opponents17
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1200 Not ranked yet: the list needs 50 matches. See 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

Jeffry2225411513945.3%

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

158 of 158 rounds counted

6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.9416158

By opponent's character

Lion6.438651
Wolf7.243223
Eileen7.041814
Goh7.746214
Pai6.740011
Sarah6.740211
Jacky7.64589
Lau8.55135
Shun7.74638
Akira6.94135
Aoi6.74004
El Blaze7.74633

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

Lion128466.7%+2.2
Wolf54180.0%+23.7
Eileen42250.0%+15.5
Goh41325.0%-21.0
Pai330100.0%+58.2
Sarah31233.3%-19.9
Jacky2020.0%-57.5
Lau2020.0%-63.4
Shun2020.0%-47.1
Akira110100.0%+30.8
Aoi110100.0%+40.7
El Blaze110100.0%+42.0

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

Rectangle118372.7%+21.7
Breakable Half Fence71614.3%-42.2
Octagon42250.0%-1.5
Open42250.0%+0.2
Half Fence32166.7%-4.5
Full Fence21150.0%-27.4
Full Fence and Open21150.0%+6.9
Low Fence2020.0%-57.5
Single Wall110100.0%+55.2

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
Walls2751.9%57.1%-5.2
No walls742.9%50.7%-7.8

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

y.o.y (Rank 21)2026/09/18220100.0%
俺... (Rank 21)2026/09/14110100.0%
qzmix (Rank 23)2026/09/121010.0%
交通弱者用押しボタン (Rank 23)2026/09/122020.0%
MAXマンピー (Rank 16)2026/09/12550100.0%
けつ毛バーガーking (Rank 23)2026/09/1231233.3%
委員ちょ (Rank 21)2026/09/12110100.0%
ぬ (Rank 21)2026/09/12110100.0%
ら族 (Rank 23)2026/09/11220100.0%
달그림자 (Rank 21)2026/09/112020.0%
カキツバタ (Rank 14)2026/09/11110100.0%
Mon3tr (Rank 17)2026/08/1832166.7%
とかげ (Rank 11)2026/08/1853260.0%
TERA (Rank 16)2026/08/182020.0%
らうらう (Rank 36)2026/07/042020.0%
ネイト・リバー (Rank 21)2026/07/042020.0%
lovehermin (Rank 11)2026/07/0453260.0%

Round openings

Jeffry

Career
115–139 · 45.3%
This season
40 matches · 55.0%
Peak rank
22

First hit in 49.4% of 158 rounds. Won 55.1% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Ducking Low2K+G2415.2%
evade down into guardG95.7%
evade up95.7%
Middle Hell Stab6P+K74.4%
backdash into Double Hammer Down43P53.2%
backdash into backward movement53.2%
guardG53.2%
Double KnucklePP into Double Knuckle~UpperPPP42.5%
Ducking Low2K+G42.5%
backdash42.5%
evade down42.5%
evade down into Ducking Low2K+G42.5%
guardG into evade down42.5%
punchP into Double KnucklePP42.5%
Torpedo Head Butt4P+K31.9%

44 further openings account for the other 63 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: not tested (too few rounds)