VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jean

maicoo

Career matches534
Career win rate31.8%
Round win rate39.3%
Peak rank22
Distinct opponents81
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1061 #3,630 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

Jean2253417036431.8%

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

661 of 661 rounds counted

6.9 inputs a second (412 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.9412661

By opponent's character

Jean8.148566
Wolf6.840666
Akira7.444258
Sarah5.935662
Pai7.343959
Vanessa7.243160
Brad5.834639
Goh6.740337
Jeffry6.237432
Aoi7.544730
Shun5.935327
Taka7.041822
Eileen9.858620
Jacky5.935720
El Blaze6.237417
Kage6.337815
Lau6.236916
Lei Fei7.24338
Lion6.33777

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

Jean171165.9%-29.9
Wolf1761135.3%+10.3
Akira1621412.5%-16.9
Sarah169756.2%+24.6
Pai156940.0%+11.1
Vanessa148657.1%+24.3
Brad114736.4%+2.3
Goh91811.1%-23.7
Jeffry81712.5%-21.0
Aoi73442.9%+8.5
Shun61516.7%-23.1
Taka65183.3%+44.0
Eileen5050.0%-21.4
Jacky5050.0%-19.2
El Blaze41325.0%-8.6
Kage41325.0%-5.2
Lau42250.0%+14.8
Lei Fei21150.0%+22.1
Lion21150.0%+17.7

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 Fence2091145.0%+17.1
Breakable Full Fence1951426.3%-6.0
Octagon1971236.8%+8.7
Full Fence1721511.8%-19.5
Half Fence1751229.4%-0.3
Breakable Half Fence1641225.0%-12.4
Rectangle1641225.0%-11.4
Open158753.3%+21.6
Single Wall123925.0%-7.4
Full Fence and Open104640.0%+14.5

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
Walls10426.0%31.7%-5.8
No walls4742.6%31.6%+10.9

Walls against open: -16.7 points (95% range -36.0 to +2.6), p 0.090 — 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

metaltinko (Rank 12)71614.3%
nr636 (Rank 11)7070.0%
snaggy-miner78 (Rank 16)75271.4%
y.o.y (Rank 21)64266.7%
MyOld50sGuitar (Rank 11)54180.0%
NOG-LACHESIS (Rank 15)5050.0%
tsben3218 (Rank 21)53260.0%
ゆた (Rank 21)52340.0%
KANPOYAKU-NIIYA (Rank 17)42250.0%
てっち (Rank 21)41325.0%
DohmeiM (Rank 21)3030.0%
MIYABI-5591 (Rank 21)31233.3%
hamutaro51 (Rank 19)3030.0%
ishikura104 (Rank 24)3030.0%
stagew (Rank 12)3030.0%
thatamaru (Rank 23)3030.0%
かっつん(52) (Rank 21)31233.3%
きく (Rank 22)3030.0%
ちぇびーまるやま (Rank 22)32166.7%
とおる (Rank 21)32166.7%
ぱぱ (Rank 15)32166.7%
ターム (Rank 24)3030.0%
時宣院日要 (Rank 21)32166.7%
くっきー爆弾 (Rank 16)21150.0%
アンペグ (Rank 13)2020.0%

Most played opponents, most recent first

かっつん(52) (Rank 21)2026/10/1731233.3%
とおる (Rank 21)2026/10/1432166.7%
ターム (Rank 24)2026/10/133030.0%
てっち (Rank 21)2026/10/1141325.0%
tsben3218 (Rank 21)2026/10/1153260.0%
y.o.y (Rank 21)2026/10/0664266.7%
時宣院日要 (Rank 21)2026/10/0532166.7%
ishikura104 (Rank 24)2026/10/033030.0%
hamutaro51 (Rank 19)2026/09/253030.0%
きく (Rank 22)2026/09/243030.0%
thatamaru (Rank 23)2026/09/223030.0%
DohmeiM (Rank 21)2026/09/223030.0%
MIYABI-5591 (Rank 21)2026/09/1731233.3%
ちぇびーまるやま (Rank 22)2026/09/1732166.7%
ゆた (Rank 21)2026/09/1752340.0%
snaggy-miner78 (Rank 16)2026/09/1175271.4%
stagew (Rank 12)2026/09/113030.0%
ぱぱ (Rank 15)2026/09/0532166.7%
くっきー爆弾 (Rank 16)2026/09/0221150.0%
KANPOYAKU-NIIYA (Rank 17)2026/09/0242250.0%
MyOld50sGuitar (Rank 11)2026/08/3154180.0%
NOG-LACHESIS (Rank 15)2026/08/275050.0%
metaltinko (Rank 12)2026/08/2771614.3%
アンペグ (Rank 13)2026/08/272020.0%
nr636 (Rank 11)2026/08/247070.0%

Round openings

Jean

Career
170–364 · 31.8%
This season
168 matches · 31.6%
Peak rank
22

First hit in 61.1% of 499 rounds. Won 41.3% of the rounds they struck first, 29.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG9218.4%
crouch into Oishitazuki3PP459.0%
KounirenPP into KagizukiPPP397.8%
guardG into throw escape224.4%
Yamakuzushi6K214.2%
guardG into Oishitazuki3PP204.0%
punchP into KounirenPP173.4%
Joudan Ushiro MawashigeriK+G122.4%
Shitazuki3P into Oishitazuki3PP122.4%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP122.4%
punchP122.4%
Kouyoushu4KK into Kouyou Getsutotsu4KKP91.8%
throwP+G81.6%
Kouyoushu4KK into Kouyou Getsugashu4KKK71.4%
crouch into Shitamaeken2P71.4%

88 further openings account for the other 164 rounds.

Counted from 127 of the 168 matches played. The rest were not pulled for openings.

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).
  • 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

  • Jean: 0 of 15 tests hold up