VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

ウィーザー聴きたい

  • Jeffry
Career matches6,679
Career win rate52.7%
Round win rate50.8%
Peak rank32
Distinct opponents106
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1576 #1,514 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

Jean324,2242,1372,08750.6%
Goh—1,46681764955.7%
Jeffry3298956542457.1%

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.

Inputs per second

873 of 1,240 rounds counted

9.1 inputs a second (544 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean9.1544873

By opponent's character

Jacky9.3558150
Wolf9.456270
Akira9.0538101
El Blaze8.953251
Sarah9.054166
Shun8.550884
Jeffry9.556871
Jean9.758252
Pai9.255329
Lei Fei8.853037
Goh9.054043
Brad9.054232
Vanessa8.852923
Lion9.255414
Aoi8.14857
Kage9.75798
Eileen8.953411
Lau8.55113
Dural8.752413
Taka7.74618

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

Jacky49222744.9%-5.6
Wolf30181260.0%+10.2
Akira29161355.2%-0.1
El Blaze26141253.9%-3.3
Sarah2215768.2%+6.3
Shun2191242.9%-12.5
Jeffry1710758.8%+6.8
Jean1531220.0%-28.4
Pai1511473.3%+20.1
Lei Fei136746.1%-2.3
Goh116554.5%+1.1
Brad104640.0%-3.4
Vanessa105550.0%-2.0
Lion97277.8%+24.5
Aoi76185.7%+18.2
Kage63350.0%+1.3
Eileen54180.0%+18.6
Lau5050.0%-55.0
Dural32166.7%+23.5
Taka31233.3%-2.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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 Fence42231954.8%+4.8
Octagon38221657.9%+5.2
Rectangle34142041.2%-10.7
Breakable Half Fence33141942.4%-8.2
Full Fence32171553.1%+0.3
Half Fence29171258.6%+4.7
Single Wall28181064.3%+6.7
Open2617965.4%+13.8
Breakable Full Fence2314960.9%+8.7
Full Fence and Open134930.8%-27.9

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18951.9%52.3%-0.4
No walls9660.4%53.4%+7.0

Walls against open: -7.4 points (95% range -19.1 to +4.3), p 0.213 — 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

maripon (Rank 31)2026/07/29103730.0%
saw121 (Rank 30)2026/07/17158753.3%
PuzzG/ぱず爺 (Rank 35)2026/07/1764266.7%
乃木ぽん (Rank 30)2026/07/1763350.0%
ぼっさん (Rank 36)2026/07/1752340.0%
SUTEKI-_-san (Rank 29)2026/06/2554180.0%
mizupyon (Rank 22)2026/06/19440100.0%
E-BB1 (Rank 28)2026/06/1952340.0%
fwnd1396 (Rank 32)2026/06/1331233.3%
Hi-VisionZERO (Rank 30)2026/06/1253260.0%
テクノモデル (Rank 37)2026/06/1252340.0%
cokeshi (Rank 27)2026/06/1241325.0%
ff (Rank 33)2026/06/0641325.0%
marble-w03 (Rank 26)2026/06/0576185.7%
roushi_77 (Rank 27)2026/06/0543175.0%
NAO-Fei (Rank 28)2026/06/0553260.0%
xdunlimited (Rank 27)2026/05/2763350.0%
MAR-KUN888 (Rank 32)2026/05/2642250.0%
菊の門 再び… (Rank 27)2026/05/1441325.0%
manman (Rank 27)2026/05/14128466.7%
j-molosky (Rank 27)2026/05/14550100.0%
マーレさん (Rank 32)2026/05/144040.0%
BANANA (Rank 28)2026/05/0953260.0%
HB (Rank 29)2026/04/1854180.0%
Oo-Mujirushi-oO (Rank 30)2026/03/3142250.0%

Round openings

Every character

backdash into evade up15512.5%
crouch into Shitamaeken2P14311.5%
crouch dash back into Nozuchi1P+K806.4%
backdash into Koubougeri6K+G544.3%
backdash into evade down373.0%
crouch into Low Knuckle2P362.9%
Gyaku Seikenzuki66P into Yoko'enpi6P252.0%
backdash into Chudan~Joudan Mawashigeri3KK252.0%
backdash into Kousenshu4KP231.9%
backdash into throwP+G231.9%
guardG221.8%
crouch into Shitanagi Shutou1P201.6%
forward movement into punchP201.6%
backdash into Yamakuzushi6K191.5%
crouch dash back into guardG181.4%

190 further openings account for the other 543 rounds.

Jean

Career
2,137–2,087 · 50.6%
This season
275 matches · 53.1%
Peak rank
32

First hit in 55.5% of 1,098 rounds. Won 54.0% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 13.8% of rounds, against 3.7% in their other rounds.
  • Against El Blaze: attacks straight away in 20.6% of rounds, against 4.7% against everyone else.
  • On Rectangle stages: attacks straight away in 19.8% of rounds, against 4.6% on the other stages.
  • After opening the round before by attacking: attacks straight away in 16.4% of rounds, against 2.6% after anything else.
  • In round 4 or later: opens with “crouch into 2P Shitamaeken” in 19.8% of rounds, against 10.5% in their other rounds.
  • Against Jeffry: opens with “backdash into evade down” in 12.7% of rounds, against 2.3% against everyone else.
  • On Breakable Half Fence stages: opens with “backdash into evade down” in 7.8% of rounds, against 2.4% on the other stages.
  • When ahead: opens with “crouch dash back into 1P+K Nozuchi” in 12.1% of rounds, against 5.5% when level or behind.

How is this tested?

backdash into evade up14813.3%
crouch into Shitamaeken2P14312.9%
crouch dash back into Nozuchi1P+K807.2%
backdash into Koubougeri6K+G544.9%
backdash into evade down333.0%
Gyaku Seikenzuki66P into Yoko'enpi6P252.2%
backdash into Chudan~Joudan Mawashigeri3KK252.2%
backdash into Kousenshu4KP232.1%
backdash into throwP+G222.0%
crouch into Shitanagi Shutou1P201.8%
guardG201.8%
backdash into Yamakuzushi6K191.7%
forward movement into punchP191.7%
backdash into Doumawashi Kaitengeri46K+G171.5%
backdash into Kake'uchi46P151.4%

158 further openings account for the other 447 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–16 · 45%5–6 · 45%too few to test
Wolf11–4 · 73%5–4 · 56%too few to test
Akira8–7 · 53%7–4 · 64%too few to test
El Blaze6–7 · 46%7–3 · 70%too few to test
Sarah12–3 · 80%2–1 · 67%too few to test
Shun6–10 · 38%3–0 · 100%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.

How is this tested?

Jeffry

Career
565–424 · 57.1%
This season
31 matches · 51.6%
Peak rank
32

First hit in 66.2% of 133 rounds. Won 51.1% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P3627.1%
backdash into Hell Dunk Elbow2P+K118.3%
backdash into Tsunami Beat3K+G75.3%
backdash into evade up75.3%
evade up into backdash75.3%
backdash into Middle Hell Stab6P+K53.8%
backdash into evade down43.0%
crouch dash back into guardG43.0%
crouch into Grizzly Hammer1PP43.0%
backdash into Overblow Shoulder66P+K32.3%
backward movement into evade up32.3%
crouch dash back into evade up32.3%
evade up into Tsunami Beat3K+G32.3%
backdash into Megaton Knuckle43P+K21.5%
backward movement into Hell Dunk Elbow2P+K21.5%

30 further openings account for the other 32 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 (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: 8 of 15 tests hold up
  • Jeffry: not tested (too few rounds)