VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

ハナシミ_DAVID

  • Akira
Career matches4,828
Career win rate60.5%
Round win rate59.3%
Peak rank42
Distinct opponents12
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1978 #51 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

Jean424,3042,5771,72759.9%
Akira4052434617866.0%

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

236 of 236 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean7.5447155
Akira8.148781

By opponent's character

Akira7.8469130
Shun7.343737
Lau7.243122
Wolf8.148611
El Blaze7.34388
Lei Fei7.947610
Sarah8.148310
Aoi8.45055
Vanessa7.24343

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

Akira3225778.1%+20.7
Shun94544.4%-10.7
Lau63350.0%-9.8
Wolf330100.0%+28.3
El Blaze21150.0%-24.0
Lei Fei2020.0%-67.5
Sarah2020.0%-78.8
Aoi110100.0%+41.7
Vanessa110100.0%+45.1

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

Breakable Full Fence108280.0%+10.4
Breakable Half Fence96366.7%+1.9
Rectangle93633.3%-36.1
Half Fence65183.3%+20.9
Single Wall64266.7%+0.6
Full Fence54180.0%+8.0
Full Fence and Open42250.0%+0.9
Octagon440100.0%+31.0
Low Fence21150.0%-3.6
Open1010.0%-56.7

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
Walls4369.8%67.7%+2.1
No walls955.6%62.2%-6.6

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

STAGEW(ON)@스테이지원 (Rank 39)2026/10/022924582.8%
ケツバッターA (Rank 40)2026/10/022020.0%
gear8570 (Rank 38)2026/10/02330100.0%
Lidly (Rank 37)2026/10/022020.0%
あむざん (Rank 43)2026/09/3094544.4%
OTSUSAN_MANVI (Rank 37)2026/09/30220100.0%
硬め濃いめ少なめお米 (Rank 42)2026/09/0931233.3%
Tokkovanessa_VF (Rank 42)2026/09/09110100.0%
ゲッパー (Rank 38)2026/09/0821150.0%
manatsu_7 (Rank 43)2026/09/0831233.3%
天狗から逃げるな (Rank 41)2026/09/08110100.0%
ス~パ~オヤツマ~ン (Rank 42)2026/09/081010.0%

Round openings

Every character

backdash into evade down2711.4%
forward movement into punchP125.1%
Rimon Chouchu66P into Jouho Touken6P93.8%
crouch dash forward into Oiseikenzuki (Deflect)236P+K93.8%
backdash into Konohana Sakuya43P+K83.4%
crouch dash forward into Jouho Senshou46P83.4%
backdash into Hekishou43P73.0%
backdash into Kake'uchi46P62.5%
crouch dash forward into throwP+G62.5%
Gyaku Seikenzuki66P into Yoko'enpi6P52.1%
Shitanagi Shutou1P52.1%
crouch dash forward into Youhou33P52.1%
forward dash into Shitanagi Shutou1P52.1%
Gyaku Seikenzuki66P41.7%
crouch dash forward into guardG41.7%

81 further openings account for the other 116 rounds.

Jean

Career
2,577–1,727 · 59.9%
This season
38 matches · 65.8%
Peak rank
42

First hit in 49.0% of 155 rounds. Won 56.6% of the rounds they struck first, 60.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down138.4%
crouch dash forward into Oiseikenzuki (Deflect)236P+K95.8%
backdash into Konohana Sakuya43P+K85.2%
forward movement into punchP85.2%
backdash into Kake'uchi46P63.9%
Gyaku Seikenzuki66P into Yoko'enpi6P53.2%
Shitanagi Shutou1P53.2%
forward dash into Shitanagi Shutou1P53.2%
Gyaku Seikenzuki66P42.6%
crouch dash forward into guardG42.6%
forward dash into Gyaku Seikenzuki66P42.6%
Shitamaeken2P into backdash31.9%
crouch dash forward into Joudan Ushiro MawashigeriK+G31.9%
Renge Karitsumi2K+G21.3%
backdash into Gedan~Joudan Mawashigeri2KK21.3%

57 further openings account for the other 74 rounds.

Akira

Career
346–178 · 66.0%
This season
20 matches · 65.0%
Peak rank
40

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1417.3%
Rimon Chouchu66P into Jouho Touken6P911.1%
crouch dash forward into Jouho Senshou46P89.9%
backdash into Hekishou43P78.6%
crouch dash forward into Youhou33P56.2%
crouch dash forward into throwP+G56.2%
forward movement into punchP44.9%
backdash into Jouho Senshou46P33.7%
evade down into throwP+G33.7%
backdash into throw escape22.5%
Housui2P into forward dash11.2%
Sokutai3K into crouch11.2%
Sokutai3K into guardG11.2%
backdash into Geimon Tessen46P+K+G11.2%
backdash into Kaikyusei4P11.2%

16 further openings account for the other 16 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)