VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jean

erinnx.0510

  • Taka
  • Kage
  • Akira
  • Wolf
  • Goh
Career matches827
Career win rate61.2%
Round win rate56.4%
Peak rank29
Distinct opponents184
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1457 #2,286 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

Jean2940224315960.5%
Taka2831319312061.7%
Kage2479493062.0%
Akira232819967.9%
Wolf2152340.0%
Goh21000—

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

1,361 of 1,361 rounds counted

6.4 inputs a second (384 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka6.2369609
Jean6.6398495
Kage6.3378172
Akira6.941672
Wolf5.93558
Goh7.14255

By opponent's character

Wolf6.5393189
Akira6.2372145
Aoi6.8410112
Pai6.4385102
Jacky6.5390107
Shun6.337696
Jean6.136886
Lion6.639871
El Blaze6.538969
Sarah5.935664
Goh6.338064
Kage6.438554
Eileen6.237150
Jeffry5.935547
Brad6.639729
Lau5.935426
Vanessa6.840626
Lei Fei6.840819
Taka6.63955

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

Wolf46281860.9%+5.0
Akira36191752.8%-8.6
Aoi3021970.0%+15.3
Pai28141450.0%-11.0
Jacky2619773.1%+9.0
Shun24111345.8%-14.2
Jean2081240.0%-17.9
Lion2018290.0%+24.7
El Blaze1810855.6%-0.5
Sarah1611568.8%+4.6
Goh1521313.3%-47.1
Kage1510566.7%+7.3
Eileen127558.3%+0.8
Jeffry1210283.3%+12.7
Brad770100.0%+46.3
Lau75271.4%-2.2
Vanessa64266.7%+2.8
Lei Fei53260.0%+2.9
Taka1010.0%-66.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Low Fence42222052.4%-2.6
Half Fence41251661.0%-0.3
Breakable Full Fence39201951.3%-8.2
Open38261268.4%+9.9
Octagon32161650.0%-14.2
Rectangle32221068.8%+3.4
Breakable Half Fence29161355.2%-5.9
Single Wall2719870.4%+11.9
Full Fence2617965.4%+9.5
Full Fence and Open21111052.4%-11.3

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19958.3%61.0%-2.7
No walls10762.6%57.6%+5.0

Walls against open: -7.7 points (95% range -19.8 to +4.4), p 0.212 — 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

さざび (Rank 30)2026/10/1072528.6%
ZANNEN-TAKUHAN (Rank 31)2026/10/1065183.3%
なっちゃんねる (Rank 27)2026/09/2332166.7%
ターム (Rank 25)2026/09/2332166.7%
yonchi41 (Rank 23)2026/09/1453260.0%
Lucifer-1971 (Rank 24)2026/09/1363350.0%
獣王(設定2) (Rank 30)2026/09/1351420.0%
Zeid1220 (Rank 26)2026/09/084040.0%
crazy7infinty (Rank 28)2026/09/0262433.3%
ごめす (Rank 23)2026/08/2832166.7%
委員ちょ (Rank 21)2026/08/24330100.0%
2month (Rank 25)2026/08/2331233.3%
Sevengar01 (Rank 23)2026/08/22770100.0%
GWO (Rank 25)2026/08/2232166.7%
TAIDADA (Rank 26)2026/08/0553260.0%
hirokiti0410 (Rank 28)2026/08/0242250.0%
S7117 (Rank 26)2026/07/2951420.0%
moga_moga24 (Rank 23)2026/07/2743175.0%
イイダ (Rank 28)2026/07/2632166.7%
Chomelungma-GTR (Rank 27)2026/07/2462433.3%
AgnusDei (Rank 24)2026/07/2431233.3%
makoto.qo.op (Rank 23)2026/07/2154180.0%
brutalokina (Rank 22)2026/07/2132166.7%
ちぇびーまるやま (Rank 16)2026/07/19440100.0%
ひで (Rank 21)2026/07/1432166.7%

Round openings

Every character

guardG into evade down16412.3%
backdash into evade up896.7%
Hiji'ate6P836.2%
punchP836.2%
evade down into guardG483.6%
Kou'un Nidan Hizageri9K+G352.6%
guardG282.1%
Gyaku Seikenzuki66P272.0%
Yoko'enpi6P251.9%
evade up241.8%
backdash181.4%
backdash into guardG181.4%
Kachi'age33P+K161.2%
Suishageri7K+G161.2%
Agyou4P+K+G141.1%

263 further openings account for the other 642 rounds.

Counted from 336 of the 344 matches played. The rest were not pulled for openings.

Taka

Career
193–120 · 61.7%
This season
157 matches · 65.6%
Peak rank
28

First hit in 51.5% of 604 rounds. Won 61.4% of the rounds they struck first, 56.7% of the rounds they were struck first.

Significant Tells

  • Against Aoi: backs off first in 55.3% of rounds, against 18.8% against everyone else.
  • After opening the round before by backing off: backs off first in 37.0% of rounds, against 19.9% after anything else.
  • Against Aoi: opens with “backdash into evade up” in 21.3% of rounds, against 5.5% against everyone else.
  • On Low Fence stages: opens with “backdash into evade up” in 13.8% of rounds, against 5.2% on the other stages.
  • After opening the round before with “6P Hiji'ate”: opens with “6P Hiji'ate” in 34.4% of rounds, against 9.7% after anything else.

How is this tested?

Hiji'ate6P8313.6%
guardG into evade down6210.1%
punchP579.3%
backdash into evade up416.7%
evade down into guardG223.6%
guardG203.3%
Kachi'age33P+K162.6%
backdash152.5%
Agyou4P+K+G142.3%
backdash into guardG142.3%
Ao'oni Midaremage214P+K122.0%
Aka'oni MidaremageP+K111.8%
Kirikabu Kudaki1P+K111.8%
guardG into Hiji'ate6P111.8%
backdash into evade down91.5%

99 further openings account for the other 214 rounds.

Jean

Career
243–159 · 60.5%
This season
122 matches · 54.1%
Peak rank
29

First hit in 49.5% of 459 rounds. Won 54.6% of the rounds they struck first, 53.9% of the rounds they were struck first.

Significant Tells

  • On Octagon stages: backs off first in 32.3% of rounds, against 16.3% on the other stages.
  • In round 1: opens with “backdash into evade up” in 10.5% of rounds, against 4.0% in their other rounds.

How is this tested?

guardG into evade down4910.6%
Kou'un Nidan Hizageri9K+G357.6%
Gyaku Seikenzuki66P275.9%
backdash into evade up265.6%
Yoko'enpi6P255.4%
punchP245.2%
evade up173.7%
evade down into guardG153.2%
Harai'uke (Deflect)4P+K+G into Kake'uchi46P112.4%
backdash into Kake'uchi~Maekeri'age46PK112.4%
Kakegeri9K91.9%
Yamakuzushi6K91.9%
guardG into Gyaku Seikenzuki66P91.9%
Harai'uke (Deflect)4P+K+G81.7%
Shitanagi Shutou1P81.7%

101 further openings account for the other 178 rounds.

Counted from 114 of the 122 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Jean

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf10–6 · 62%4–3 · 57%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.

8 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?

Kage

Career
49–30 · 62.0%
This season
44 matches · 61.4%
Peak rank
24

First hit in 50.0% of 172 rounds. Won 59.3% of the rounds they struck first, 55.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down3721.5%
backdash into evade up1810.5%
Suishageri7K+G169.3%
Rasen4P84.7%
evade down into guardG84.7%
backdash into Gen'you4K+G74.1%
backdash into Hagakure-ryu In Shippujin4P+K+G74.1%
Hiji'uchi6P52.9%
Tsumujigeri2K+G31.7%
backdash into Sokuten44P+K+G31.7%
guardG into Shippuzan3PP31.7%
guardG into Tsumujigeri2K+G31.7%
guardG into evade up31.7%
guardG into throwP+G31.7%
Hagakure-ryu In Shippujin4P+K+G21.2%

36 further openings account for the other 46 rounds.

Akira

Career
19–9 · 67.9%
This season
18 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down1318.1%
Jouho Senshou46P1115.3%
backdash into evade up34.2%
evade down into guardG34.2%
kickK34.2%
back punch+kick4P+K22.8%
backward movement into Jouho Touken6P22.8%
down-back punch+kick1P+K22.8%
Jouho Touken6P11.4%
Youhou33P11.4%
Youteitou6K into Kenhou6KP11.4%
backdash11.4%
backdash into Fukko3K+GP+K11.4%
backdash into Jouho Senshou46P11.4%
backdash into Youhou33P11.4%

26 further openings account for the other 26 rounds.

Wolf

Career
2–3 · 40.0%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down225.0%
Body Blow6P112.5%
Low Drop Kick62K112.5%
backdash into Heavy Middle Kick3K+G112.5%
crouch dash back into kickK112.5%
forward movement into Low Smash2K112.5%
guardG into Heavy Toe Kick4K+G112.5%

Goh

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K240.0%
backdash into evade up120.0%
backdash into guardG120.0%
guardG into evade down120.0%

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 (30 here; about 1.5 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

  • Taka: 5 of 15 tests hold up
  • Jean: 2 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)