VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

seolinsis

Career matches4,185
Career win rate49.6%
Round win rate54.6%
Peak rank29
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1621 #1,216 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

Jeffry294,1852,0752,11049.6%

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.

Against each character

Aoi124833.3%-33.8
Wolf129375.0%+12.7
Akira95455.6%-1.8
Jean96366.7%+10.5
Pai96366.7%+2.8
Jacky51420.0%-39.1
Lion43175.0%+12.0
Sarah440100.0%+34.9
Shun43175.0%+8.6
Brad32166.7%+14.4
Jeffry31233.3%-27.9
Eileen220100.0%+29.5
Kage220100.0%+33.8
Lau21150.0%-1.6
El Blaze1010.0%-59.0
Goh110100.0%+47.4
Taka110100.0%+25.9

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

Breakable Full Fence139469.2%+14.0
Breakable Half Fence103730.0%-37.5
Rectangle95455.6%-9.6
Single Wall86275.0%+17.5
Full Fence75271.4%+13.3
Low Fence74357.1%-3.3
Open76185.7%+19.8
Half Fence63350.0%-11.1
Octagon64266.7%+1.2
Full Fence and Open330100.0%+37.4

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
Walls5156.9%61.2%-4.4
No walls2272.7%62.2%+10.5

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

たわばTAWABA (Rank 28)2026/05/14220100.0%
sby (Rank 29)2026/05/0621150.0%
mmmsm (Rank 27)2026/05/0532166.7%
壱色淸淨 (Rank 25)2026/05/05220100.0%
ギンブチ影 (Rank 30)2026/04/212020.0%
鳩男 (Rank 28)2026/04/17220100.0%
ま~く (Rank 29)2026/04/1721150.0%
ヘニオ (Rank 32)2026/04/1621150.0%
fazz00r (Rank 26)2026/04/1531233.3%
タイヨウ (Rank 28)2026/04/15330100.0%
meine (Rank 26)2026/04/15220100.0%
SAMCHAY® (Rank 31)2026/04/14220100.0%
ER_higante (Rank 27)2026/04/1421150.0%
ミヤモト紅 (Rank 30)2026/04/1121150.0%
mitorakujo (Rank 26)2026/04/09220100.0%
noko (Rank 26)2026/04/092020.0%
なっちゃんねる (Rank 27)2026/04/09330100.0%
MaxMuncy (Rank 26)2026/04/09220100.0%
ありがとナス (Rank 26)2026/04/06110100.0%
BANANA (Rank 27)2026/04/06220100.0%
VERTEX (Rank 26)2026/04/04220100.0%
賛美歌13番 (Rank 27)2026/04/0421150.0%
temp002 (Rank 29)2026/04/03220100.0%
ロドすた (Rank 28)2026/04/03220100.0%
雷電 (Rank 29)2026/04/0321150.0%

Round openings

Jeffry

Career
2,075–2,110 · 49.6%
This season
83 matches · 61.5%
Peak rank
29

First hit in 48.3% of 356 rounds. Won 55.2% of the rounds they struck first, 53.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 32.4% of rounds, against 13.3% in their other rounds.

How is this tested?

guardG into evade up5214.6%
backdash into Double Hammer Down43P287.8%
guardG into evade down215.9%
guardG into Dash Elbow66P185.0%
crouch dash forward into evade down174.8%
Low Knuckle2P164.5%
backdash into guardG164.5%
evade up into crouch dash forward154.2%
crouch dash forward into guardG123.4%
Knee Push4K into Knee Push Wild Hook4KP102.8%
guardG into Elbow Butt6P102.8%
Middle Hell Stab6P+K72.0%
backdash into Head Attack46P+K72.0%
evade up into evade down72.0%
guardG into Middle Hell Stab6P+K51.4%

73 further openings account for the other 116 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: 1 of 15 tests hold up