VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

striker0123

  • Taka
Career matches8,986
Career win rate48.7%
Round win rate49.4%
Peak rank32
Distinct opponents435
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1584 #1,460 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

Jeffry328,3644,0534,31148.5%
Taka2662232429852.1%

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

6,828 of 8,670 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.44456,828

By opponent's character

Akira7.4446752
Wolf7.7463660
Jacky7.7459543
Goh7.3436598
Jeffry7.7464472
Pai7.4444562
Jean7.4442452
Aoi7.5447366
Shun7.2431437
Sarah7.4443314
Vanessa7.3438200
Brad7.5453228
Kage6.9416226
Lau7.2435225
El Blaze7.1426200
Lion7.2435187
Lei Fei7.2431113
Eileen7.645692
Dural7.7463105
Taka7.444496

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

Akira2269413241.6%-7.7
Wolf20810310549.5%-0.6
Jacky188929648.9%+1.2
Goh172868650.0%+3.1
Jeffry166689841.0%-5.5
Pai166877952.4%+4.5
Jean136587842.6%-3.4
Aoi122645852.5%+3.1
Shun121616050.4%+3.2
Sarah93504353.8%+2.9
Vanessa72413156.9%+0.6
Brad69353450.7%+5.2
Kage67363153.7%+7.5
Lau66283842.4%-7.7
El Blaze64313348.4%+0.1
Lion58292950.0%+5.2
Lei Fei46252154.4%+8.8
Eileen40182245.0%-9.5
Dural33201360.6%+15.9
Taka2561924.0%-27.4

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Fence23311012347.2%-0.9
Single Wall22810812047.4%-0.3
Full Fence22711311449.8%+3.2
Low Fence22711111648.9%+0.9
Rectangle22110411747.1%-3.0
Octagon21310211147.9%-0.7
Breakable Full Fence21010610450.5%+2.0
Half Fence2039011344.3%-4.4
Open192939948.4%-1.2
Full Fence and Open91504155.0%+8.3

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
Walls1,30747.8%48.4%-0.5
No walls64748.2%48.3%-0.1

Walls against open: -0.4 points (95% range -5.1 to +4.3), p 0.864 — 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

∈挙動不審∋ (Rank 33)2026/10/1623101343.5%
りゅうのすけ (Rank 33)2026/10/151981142.1%
KillBill (Rank 31)2026/10/1592514155.4%
こて (Rank 29)2026/10/141713476.5%
seobin_papa (Rank 30)2026/10/141971236.8%
BANANA (Rank 30)2026/10/1440221855.0%
ER_higante (Rank 29)2026/10/122920969.0%
鳩男 (Rank 32)2026/10/1120101050.0%
ふぇに (Rank 35)2026/10/092681830.8%
南部の釣れないルアー (Rank 33)2026/10/092171433.3%
ガンオンやりたひ (Rank 33)2026/10/07168850.0%
temp002 (Rank 30)2026/10/0626151157.7%
Grimaster (Rank 30)2026/09/291971236.8%
会長さん (Rank 33)2026/09/271961331.6%
黒シャツ (Rank 33)2026/09/182271531.8%
スレンダーコーン (Rank 26)2026/09/1630191163.3%
ありがとナス (Rank 28)2026/09/141811761.1%
Koutei (Rank 32)2026/08/312516964.0%
HB (Rank 30)2026/08/311912763.2%
nikuzuki (Rank 28)2026/07/311710758.8%
cokeshi (Rank 30)2026/07/30189950.0%
fdjskjfsdls (Rank 27)2026/07/262013765.0%
maripon (Rank 33)2026/07/211981142.1%
え~る (Rank 31)2026/07/20169756.2%
MikuMartineau (Rank 32)2026/06/122051525.0%

Round openings

Every character

punchP82810.3%
Middle Hell Stab6P+K5667.1%
backdash into Head Attack46P+K4936.2%
crouch into Ducking Low2K+G3834.8%
backdash into Tsunami Beat3K+G3684.6%
Torpedo Head Butt4P+K3664.6%
evade up into Middle Hell Stab6P+K3214.0%
Knee Push4K into Knee Push Wild Hook4KP3174.0%
evade up into guardG2963.7%
guardG into evade up2362.9%
guardG into Middle Hell Stab6P+K2242.8%
guardG2172.7%
backdash into guardG2082.6%
Elbow Butt6P1692.1%
Destruction WaveK+G1391.7%

271 further openings account for the other 2,885 rounds.

Counted from 1,970 of the 2,138 matches played. The rest were not pulled for openings.

Jeffry

Career
4,053–4,311 · 48.5%
This season
2,137 matches · 48.3%
Peak rank
32

First hit in 52.1% of 7,970 rounds. Won 52.4% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 47.5% of rounds, against 43.7% in their other rounds.
  • Against Akira: backs off first in 28.0% of rounds, against 20.5% against everyone else.
  • After opening the round before by moving in: moves in first in 6.3% of rounds, against 1.9% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 3.1% of rounds, against 1.6% after anything else.
  • Against Pai: opens with “6P+K Middle Hell Stab” in 11.9% of rounds, against 6.6% against everyone else.
  • After opening the round before with “P punch”: opens with “P punch” in 17.6% of rounds, against 9.7% after anything else.
  • After losing a round: opens with “P punch” in 15.0% of rounds, against 5.9% after winning one.
  • When behind: opens with “P punch” in 14.3% of rounds, against 7.6% when ahead or level.

How is this tested?

punchP82810.3%
Middle Hell Stab6P+K5667.1%
backdash into Head Attack46P+K4936.2%
crouch into Ducking Low2K+G3834.8%
backdash into Tsunami Beat3K+G3684.6%
Torpedo Head Butt4P+K3664.6%
evade up into Middle Hell Stab6P+K3214.0%
Knee Push4K into Knee Push Wild Hook4KP3174.0%
evade up into guardG2963.7%
guardG into evade up2352.9%
guardG into Middle Hell Stab6P+K2242.8%
guardG2172.7%
backdash into guardG2082.6%
Elbow Butt6P1692.1%
Destruction WaveK+G1391.7%

269 further openings account for the other 2,883 rounds.

Counted from 1,969 of the 2,137 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
Akira49–69 · 42%26–39 · 40%+3.4
Wolf48–56 · 46%30–30 · 50%-1.5
Jacky50–53 · 49%29–26 · 53%-3.8
Goh56–51 · 52%24–27 · 47%+5.7
Pai51–42 · 55%23–26 · 47%+7.6
Jeffry49–67 · 42%9–20 · 31%too few to test
Jean26–38 · 41%26–26 · 50%-7.0
Aoi36–28 · 56%21–25 · 46%+9.0
Shun28–29 · 49%23–26 · 47%+0.4
Sarah27–21 · 56%11–13 · 46%too few to test
Vanessa25–15 · 62%16–13 · 55%too few to test
Kage18–20 · 47%6–6 · 50%too few to test
El Blaze22–24 · 48%6–4 · 60%too few to test
Lau14–24 · 37%5–6 · 45%too few to test
Brad18–20 · 47%7–6 · 54%too few to test
Lion14–19 · 42%10–8 · 56%too few to test
Lei Fei14–11 · 56%4–3 · 57%too few to test
Eileen9–15 · 38%7–2 · 78%too few to test
Dural11–6 · 65%9–6 · 60%too few to test
Taka2–11 · 15%1–3 · 25%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.

168 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?

Taka

Career
324–298 · 52.1%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Agyou4P+K+G133.3%
Kirikabu Kudaki1P+K into backdash133.3%
guardG into evade up133.3%

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 (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: 8 of 18 tests hold up
  • Taka: not tested (too few rounds)