VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

Rayscott

  • Vanessa
  • Akira
  • Goh
Career matches1,625
Career win rate39.6%
Round win rate45.7%
Peak rank24
Distinct opponents151
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1335 #2,988 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

Jean2286430755735.5%
Goh2432614218443.6%
Akira2321910011945.7%
Vanessa242169512144.0%

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

607 of 1,207 rounds counted

9.5 inputs a second (571 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa8.4502252
Akira10.4622355

By opponent's character

Akira9.355965
Jacky9.254977
Lion9.657848
Jeffry9.758448
Wolf11.267026
Goh9.758455
Aoi9.054145
Brad9.054250
Kage9.154418
El Blaze9.556832
Shun9.758226
Lau10.965623
Vanessa10.160531
Sarah10.46277
Eileen8.953621
Lei Fei9.858825
Pai7.84696
Taka9.25534

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

Akira38191950.0%+3.1
Jacky30171356.7%+10.9
Lion2791833.3%-10.4
Jeffry24101441.7%+2.5
Wolf2491537.5%-5.6
Goh21101147.6%+7.1
Aoi1871138.9%+4.5
Brad168850.0%+0.8
Kage1641225.0%-17.7
El Blaze146842.9%+2.5
Shun1431121.4%-23.2
Lau134930.8%-10.9
Vanessa126650.0%+16.6
Sarah104640.0%+6.5
Eileen74357.1%+5.9
Lei Fei63350.0%+7.3
Pai52340.0%-8.2
Jean32166.7%+18.2
Taka32166.7%+32.7
Dural1010.0%-67.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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 Fence48173135.4%-9.3
Open41202148.8%+5.0
Octagon37172046.0%+3.5
Single Wall29111837.9%-5.2
Breakable Full Fence28111739.3%-3.0
Rectangle26101638.5%-3.7
Full Fence2481633.3%-6.2
Half Fence24121250.0%+10.3
Breakable Half Fence1611568.8%+29.5
Full Fence and Open145935.7%-13.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15544.5%41.4%+3.1
No walls11840.7%43.5%-2.8

Walls against open: +6.0 points (95% range -6.4 to +18.4), p 0.343 — 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

nekota (Rank 24)2026/06/2643175.0%
omuretukun (Rank 23)2026/06/1264266.7%
たかティン (Rank 21)2026/06/1264266.7%
neco (Rank 21)2026/06/1131233.3%
トローリロートル (Rank 22)2026/06/0543175.0%
へんたいラウ (Rank 21)2026/06/056060.0%
パパ (Rank 24)2026/06/0331233.3%
こて (Rank 24)2026/05/3031233.3%
TakuAnn (Rank 24)2026/05/2951420.0%
風吹けば名無し (Rank 24)2026/05/2942250.0%
Rin-Kaoruco (Rank 19)2026/05/2932166.7%
hayasano1226 (Rank 21)2026/05/2931233.3%
nerow8maru (Rank 21)2026/05/2243175.0%
burnersan (Rank 24)2026/05/2042250.0%
qzmix (Rank 22)2026/05/2064266.7%
りゃ~ん (Rank 21)2026/05/193030.0%
runestone9774 (Rank 24)2026/05/1431233.3%
saruta_eileen (Rank 23)2026/05/145050.0%
タイヨウ (Rank 23)2026/05/1431233.3%
まなつのかじつ (Rank 21)2026/05/1331233.3%
samuhankinpoo (Rank 21)2026/05/1242250.0%
sevenstars3160 (Rank 21)2026/05/1042250.0%
しんのじ (Rank 24)2026/05/0932166.7%
ガンジャッキー (Rank 25)2026/04/1151420.0%
KnightGuts (Rank 22)2026/03/283030.0%

Round openings

Every character

backdash into evade down463.8%
punchP433.6%
crouch dash back into evade down383.1%
Rimon Chouchu66P into Jouho Touken6P352.9%
forward dash into Jouho Touken6P342.8%
Defensive Style: kick322.6%
backdash into guardG312.6%
Defensive Style: backdash into evade down272.2%
Defensive Style: kick into Switch Left SlicerKK272.2%
AgitosogiP+K262.1%
guardG231.9%
evade up into crouch dash back211.7%
Defensive Style: guard201.7%
forward dash into guardG191.6%
Defensive Style: backdash into Bone Crush Middle3K171.4%

331 further openings account for the other 769 rounds.

Vanessa

Career
95–121 · 44.0%
This season
119 matches · 39.5%
Peak rank
24

First hit in 27.8% of 471 rounds. Won 47.3% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: backs off first in 55.6% of rounds, against 32.8% after anything else.

How is this tested?

Defensive Style: kick326.8%
Defensive Style: backdash into evade down275.7%
Defensive Style: kick into Switch Left SlicerKK275.7%
Defensive Style: guard204.2%
Defensive Style: backdash into Bone Crush Middle3K173.6%
Defensive Style: backdash into guardG163.4%
Defensive Style: Bone Crush Middle122.5%
Defensive Style: Heavy Hook112.3%
Defensive Style: backdash into Parrying High Kick (Deflect)46K112.3%
Defensive Style: evade up into crouch dash back102.1%
Defensive Style: punch102.1%
Defensive Style: crouch dash back into evade down91.9%
Defensive Style: crouch into Bone Crush Middle3K91.9%
Offensive Style: kick91.9%
Defensive Style: Back Knuckle81.7%

140 further openings account for the other 243 rounds.

Akira

Career
100–119 · 45.7%
This season
85 matches · 52.9%
Peak rank
23

First hit in 54.4% of 355 rounds. Won 50.8% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: moves in first in 45.2% of rounds, against 18.8% after anything else.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P359.9%
forward dash into Jouho Touken6P349.6%
forward dash into guardG185.1%
guardG143.9%
backdash into evade down133.7%
Jouho Senshou46P113.1%
Rimon Chouchu66P113.1%
evade up into crouch dash back113.1%
forward movement into guardG113.1%
backdash into Jouho Touken6P102.8%
backward movement into Jouho Touken6P102.8%
forward dash into Rimon Chouchu66P102.8%
SoutoP+K92.5%
punchP82.2%
backdash into Rimon Chouchu66P72.0%

88 further openings account for the other 143 rounds.

Goh

Career
142–184 · 43.6%
This season
64 matches · 43.8%
Peak rank
24

First hit in 55.4% of 240 rounds. Won 45.1% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

AgitosogiP+K2610.7%
backdash into evade down2510.3%
punchP229.1%
crouch dash back into evade down208.2%
backdash into guardG156.2%
backdash into Kyousengeri46K104.1%
evade up into crouch dash back93.7%
backdash into Maegeri3K62.5%
kickK62.5%
guardG52.1%
Aragami4K into throwP+G41.6%
backward movement into guardG41.6%
crouch dash back into throwP+G41.6%
Hiji'ate6P31.2%
backdash into Batousatsu3KP31.2%

58 further openings account for the other 81 rounds.

Jean

Career
307–557 · 35.5%
This season
34 matches · 26.5%
Peak rank
22

First hit in 43.9% of 139 rounds. Won 34.4% of the rounds they struck first, 39.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down1611.5%
backdash into guardG1510.8%
punchP139.3%
Hangetsu NirenzukiP+K107.2%
backdash into evade down85.8%
backdash into Gyaku Seikenzuki66P64.3%
punchP into KounirenPP64.3%
crouch dash back42.9%
guardG42.9%
KounirenPP into KagizukiPPP32.2%
crouch dash back into Doumawashi Kaitengeri46K+G32.2%
backdash into Yoko'enpi6P21.4%
backdash into evade up21.4%
backdash into kickK21.4%
backdash into punchP21.4%

39 further openings account for the other 43 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 (28 here; about 1.4 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

  • Vanessa: 1 of 14 tests hold up
  • Akira: 1 of 14 tests hold up
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)