VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

leo_hamster2021

Career matches3,505
Career win rate55.8%
Round win rate55.2%
Peak rank34
Distinct opponents8
Period2026/03/26 – 2026/09/23

Characters played — VF5's own record

Jean3492653239457.5%
Jeffry3385247337955.5%
Lau56730825954.3%
Sarah51727724053.6%
Goh25314311056.5%
Pai30157966161.1%
Kage129785160.5%
Akira104505448.1%

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.

Against each character

Jeffry52340.0%-27.5
El Blaze32166.7%+18.1
Jean21150.0%+7.2
Kage21150.0%+12.0
Wolf21150.0%-21.6
Aoi110100.0%+56.2

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 Half Fence32166.7%+20.0
Single Wall31233.3%-25.4
Full Fence and Open21150.0%-21.6
Half Fence21150.0%-17.7
Open21150.0%+7.2
Rectangle21150.0%+12.0

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
Walls757.1%51.7%+5.5
No walls540.0%49.7%-9.7

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

ぶらっく (Rank 33)2026/05/05110100.0%
オレナンカどっせ (Rank 31)2026/04/032020.0%
デネ (Rank 36)2026/04/0321150.0%
7連休 (Rank 34)2026/04/0332166.7%
くろね|Nobishiro-F (Rank 36)2026/04/0321150.0%
§Ryu~k§ (Rank 31)2026/04/0321150.0%
龍仙人【鬼手仏心】 (Rank 25)2026/03/2921150.0%
さいたま梅澤/T.Umezawa (Rank 30)2026/03/29110100.0%

Round openings

Every character

backdash into evade up811.9%
forward movement into punchP69.0%
Tate'enpi33P into Hangetsu NirenzukiP+K57.5%
backdash into Kake'uchi46P46.0%
backdash into Kake'uchi~Maekeri'age46PK46.0%
Shitanagi Shutou1P into guardG34.5%
Yoko'enpi6P34.5%
backdash into Double Hammer Down43P34.5%
backdash into Honrakukyaku46K+G34.5%
Elbow Butt6P23.0%
Senchuken6P23.0%
backdash into evade down23.0%
backward movement into evade up23.0%
guardG into throwP+G23.0%
Gyaku Seikenzuki66P11.5%

17 further openings account for the other 17 rounds.

Jean

Tate'enpi33P into Hangetsu NirenzukiP+K516.1%
backdash into Kake'uchi46P412.9%
backdash into Kake'uchi~Maekeri'age46PK412.9%
Shitanagi Shutou1P into guardG39.7%
Yoko'enpi6P39.7%
backdash into evade up26.5%
forward movement into punchP26.5%
Gyaku Seikenzuki66P13.2%
Hizageri4K into KounirenPP13.2%
Kake'uchi46P13.2%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK13.2%
backdash into Doumawashi Kaitengeri46K+G13.2%
forward dash into Harai'uke (Deflect)4P+K+G13.2%
guardG into Shitamaeken2P13.2%
guardG into throwP+G13.2%

Jeffry

backdash into Double Hammer Down43P315.0%
forward movement into punchP315.0%
Elbow Butt6P210.0%
backdash into evade up210.0%
Middle Hell Stab6P+K15.0%
backdash into Tsunami Beat3K+G15.0%
backward movement into Middle Hell Stab6P+K15.0%
backward movement into evade up15.0%
backward movement into throwP+G15.0%
crouch dash forward into forward dash15.0%
crouch dash forward into throwP+G15.0%
guardG15.0%
guardG into throwP+G15.0%
punchP into Double KnucklePP15.0%

Pai

backdash into evade up425.0%
backdash into Honrakukyaku46K+G318.8%
Senchuken6P212.5%
backdash into evade down212.5%
Honshin Soukyaku1K+G16.2%
Senchuken6P into evade down16.2%
backdash into Senchutai3K16.2%
backward movement into evade up16.2%
forward movement into punchP16.2%