VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jean

Tenho-0612

  • Akira
Career matches493
Career win rate72.0%
Round win rate67.4%
Peak rank34
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1523 #1,859 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

Jean312551847172.2%
Akira342381716771.8%

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

236 of 236 rounds counted

9.6 inputs a second (574 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean8.7520125
Akira10.6638111

By opponent's character

Aoi9.859036
Shun8.249421
Brad9.758123
Vanessa10.361721
Wolf8.953217
Akira8.953614
Goh9.456616
Jeffry9.355618
Lion10.763913
El Blaze10.26109
Jacky10.160513
Kage10.06019
Lau10.16087
Pai9.95948
Eileen8.75191
Jean9.15464
Sarah8.95333
Taka8.65133

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

Aoi107370.0%-3.4
Shun64266.7%+2.2
Brad53260.0%-19.9
Vanessa550100.0%+19.2
Wolf54180.0%-3.9
Akira43175.0%+10.7
Goh43175.0%-2.6
Jeffry43175.0%-6.2
Lion43175.0%-10.8
El Blaze330100.0%+17.2
Jacky32166.7%-13.5
Kage220100.0%+16.5
Lau220100.0%+14.6
Pai21150.0%-34.1
Eileen110100.0%+18.6
Jean110100.0%+18.6
Sarah110100.0%+18.6
Taka110100.0%+12.1

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

Low Fence96366.7%-17.2
Open96366.7%-14.4
Rectangle97277.8%+3.3
Breakable Full Fence65183.3%+12.9
Breakable Half Fence660100.0%+19.2
Full Fence54180.0%+0.1
Octagon54180.0%-3.8
Half Fence32166.7%+12.5
Single Wall330100.0%+15.4
Full Fence and Open220100.0%+21.9

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
Walls3482.4%75.9%+6.4
No walls2171.4%80.9%-9.5

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

ルビーロマン葵 (Rank 31)2026/09/1232166.7%
うをん (Rank 31)2026/09/122020.0%
パンデモニウム (Rank 37)2026/08/242020.0%
金子です (Rank 30)2026/08/23110100.0%
浅川サナタ@ようつべ (Rank 30)2026/07/2521150.0%
伍の人 (Rank 30)2026/07/25110100.0%
りゅうのすけ (Rank 31)2026/07/2421150.0%
くろなぎ (Rank 31)2026/07/2132166.7%
なつ (Rank 31)2026/07/19220100.0%
SAMCHAY® (Rank 33)2026/07/1932166.7%
タイヨウ (Rank 33)2026/07/17220100.0%
けいすけ新宿 (Rank 32)2026/07/13220100.0%
cokeshi (Rank 29)2026/07/12220100.0%
委員ちょ (Rank 22)2026/07/09330100.0%
nekota (Rank 23)2026/07/09220100.0%
CottonCandy (Rank 21)2026/07/09220100.0%
VFOMG!! (Rank 21)2026/07/09110100.0%
みとG_ちゃんねる (Rank 28)2026/07/09110100.0%
こて (Rank 25)2026/07/0821150.0%
TaKaArAsHi573 (Rank 24)2026/07/06220100.0%
Martin1833 (Rank 25)2026/07/06110100.0%
ttfour@サラしかできないw (Rank 23)2026/07/05110100.0%
ねこ吉 (Rank 16)2026/07/03110100.0%
時宣院日要 (Rank 15)2026/07/03110100.0%
ヘビ吉 (Rank 13)2026/06/30440100.0%

Round openings

Every character

forward movement into punchP3715.7%
backdash into evade down2510.6%
Gyaku Seikenzuki66P into Yoko'enpi6P145.9%
Rimon Chouchu66P104.2%
crouch dash forward into throw escape104.2%
backdash into throw escape83.4%
forward dash into Shitanagi Shutou1P62.5%
forward dash into evade down62.5%
forward dash into throw escape52.1%
Yakuho Chouchu666P41.7%
backdash into Kake'uchi~Maekeri'age46PK41.7%
punchP41.7%
Housui2P31.3%
Rimon Chouchu66P into Jouho Touken6P31.3%
backdash into Chudan~Joudan Mawashigeri3KK31.3%

74 further openings account for the other 94 rounds.

Jean

Career
184–71 · 72.2%
This season
34 matches · 73.5%
Peak rank
31

First hit in 57.6% of 125 rounds. Won 68.1% of the rounds they struck first, 66.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2822.4%
Gyaku Seikenzuki66P into Yoko'enpi6P1411.2%
backdash into evade down86.4%
forward dash into Shitanagi Shutou1P64.8%
backdash into throw escape54.0%
crouch dash forward into throw escape54.0%
backdash into Kake'uchi~Maekeri'age46PK43.2%
backdash into Chudan~Joudan Mawashigeri3KK32.4%
forward dash into evade down32.4%
Gyaku Seikenzuki66P21.6%
Hizageri4K into Kousenshu4KP21.6%
Shitanagi Shutou1P into evade down21.6%
Yoko'enpi6P21.6%
backdash21.6%
backdash into Kousenshu4KP21.6%

34 further openings account for the other 37 rounds.

Akira

Career
171–67 · 71.8%
This season
29 matches · 82.8%
Peak rank
34

First hit in 71.2% of 111 rounds. Won 69.6% of the rounds they struck first, 62.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1715.3%
Rimon Chouchu66P109.0%
forward movement into punchP98.1%
crouch dash forward into throw escape54.5%
Yakuho Chouchu666P43.6%
forward dash into throw escape43.6%
Housui2P32.7%
Rimon Chouchu66P into Jouho Touken6P32.7%
backdash into throw escape32.7%
forward dash into evade down32.7%
punchP32.7%
Housui2P into backdash21.8%
Jouho Touken6P21.8%
Jouho Touken6P into forward dash21.8%
Yakuho Chouchu666P into Jouho Touken6P21.8%

35 further openings account for the other 39 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

  • Jean: not tested (too few rounds)
  • Akira: not tested (too few rounds)