VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

wild_tiger3_vf5

  • Jacky
  • Kage
  • Lau
Career matches3,050
Career win rate49.3%
Round win rate45.2%
Peak rank29
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1405 #2,622 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

Jean291,8968891,00746.9%
Jacky2749626123552.6%
Kage2746024721353.7%
Lau271981089054.5%

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

542 of 690 rounds counted

5.4 inputs a second (324 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean5.4322230
Jacky5.4326231
Kage5.532936
Lau5.331845

By opponent's character

Wolf5.6335107
Akira5.532969
Sarah5.231358
Shun5.331756
Aoi5.432733
Goh5.432526
Pai5.533231
Jeffry5.533021
Kage5.231432
Jacky5.432317
Jean5.332121
El Blaze4.929316
Brad5.53328
Eileen5.130713
Lau5.53295
Lei Fei5.331912
Lion5.532813
Vanessa5.63354

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

Wolf30111936.7%-8.1
Akira2191242.9%+8.1
Sarah1531220.0%-17.6
Shun1431121.4%-14.7
Aoi123925.0%-9.7
Goh123925.0%-15.2
Pai126650.0%+7.0
Jeffry104640.0%+2.1
Kage84450.0%-0.7
Jacky660100.0%+50.0
Jean64266.7%+25.1
El Blaze53260.0%+14.1
Brad31233.3%-9.7
Eileen31233.3%+1.3
Lau31233.3%+2.5
Lei Fei32166.7%+25.0
Lion31233.3%+1.7
Vanessa32166.7%+34.4

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

Open33141942.4%+5.2
Breakable Full Fence2061430.0%-11.0
Low Fence1991047.4%+8.4
Half Fence1751229.4%-8.2
Breakable Half Fence158753.3%+18.9
Single Wall156940.0%-4.6
Full Fence145935.7%+0.3
Octagon114736.4%-2.6
Rectangle118372.7%+16.2
Full Fence and Open5050.0%-37.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8840.9%40.0%+1.0
No walls6743.3%40.1%+3.2

Walls against open: -2.3 points (95% range -18.9 to +14.3), p 0.789 — 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

taj_god333 (Rank 27)2026/10/176060.0%
しーちゃん (Rank 27)2026/10/1641325.0%
銀 (Rank 29)2026/10/1632166.7%
camelvf (Rank 28)2026/10/1652340.0%
鳩男 (Rank 31)2026/10/16100100.0%
ペケ壱 (Rank 29)2026/10/1432166.7%
fazz00r (Rank 29)2026/09/2961516.7%
y.o.y (Rank 21)2026/08/3032166.7%
tatsuya_doragon8741 (Rank 28)2026/08/3031233.3%
南無 (Rank 26)2026/08/3032166.7%
イイダ (Rank 29)2026/08/2783537.5%
パニガーレ (Rank 25)2026/08/24330100.0%
Wonda15426 (Rank 27)2026/08/2431233.3%
allgonnaworkout (Rank 28)2026/08/2441325.0%
失礼!スマッシュ☆彡 (Rank 28)2026/08/2441325.0%
小名浜DC (Rank 30)2026/07/2531233.3%
HaseMasa (Rank 24)2026/07/1432166.7%
tawava (Rank 30)2026/07/0332166.7%
アオゾラ。aozora (Rank 26)2026/06/0732166.7%
造り酒屋の御曹司 (Rank 24)2026/06/063030.0%
金田一の少年 (Rank 27)2026/06/0532166.7%
Light (Rank 28)2026/06/0421150.0%
TERA (Rank 25)2026/05/1131233.3%
おっさんまん@VF4ぶり (Rank 22)2026/05/1142250.0%
Toragoto (Rank 28)2026/05/0431233.3%

Round openings

Every character

forward movement into punchP529.1%
Low Spin Kick1K+G152.6%
evade up into Ryoutezuki66P+K152.6%
guardG into evade down152.6%
guardG into evade up132.3%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K111.9%
forward movement into Jab StraightPP111.9%
forward movement into Nishin KakegeriPPK111.9%
guardG111.9%
evade down into guardG101.8%
forward movement into Jab Double StraightPPP101.8%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK91.6%
forward dash into Ryoutezuki66P+K91.6%
Yoko'enpi6P81.4%
evade down into Ryoutezuki66P+K81.4%

208 further openings account for the other 364 rounds.

Counted from 139 of the 169 matches played. The rest were not pulled for openings.

Jacky

Career
261–235 · 52.6%
This season
65 matches · 46.1%
Peak rank
27

First hit in 48.7% of 263 rounds. Won 49.2% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP269.8%
Low Spin Kick1K+G155.7%
guardG into evade down124.5%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K114.2%
forward movement into Jab StraightPP114.2%
forward movement into Jab Double StraightPPP103.8%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK93.4%
forward dash into High Angle Upper Kick6K83.0%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K72.6%
forward dash into Low Spin Kick1K+G72.6%
forward movement into Punch High KickPK62.3%
Middle Smash6P51.9%
backdash into Spin Heel Sword4K+G51.9%
forward dash into Spin Heel Sword4K+G51.9%
guardG into evade up51.9%

81 further openings account for the other 123 rounds.

Counted from 64 of the 65 matches played. The rest were not pulled for openings.

Jean

Career
889–1,007 · 46.9%
This season
71 matches · 29.6%
Peak rank
29

First hit in 50.2% of 201 rounds. Won 43.6% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Ryoutezuki66P+K157.5%
forward movement into punchP147.0%
forward movement into Nishin KakegeriPPK115.5%
forward dash into Ryoutezuki66P+K94.5%
Yoko'enpi6P84.0%
evade down into Ryoutezuki66P+K84.0%
Shitanagi Shutou1P73.5%
forward dash into Yoko'enpi6P73.5%
guardG73.5%
backdash into Oihiji4P+K63.0%
guardG into evade up52.5%
guardG into Ryoutezuki66P+K42.0%
Gyaku Seikenzuki66P31.5%
Shutoukiri4P into Chinshin Seichuken4PP31.5%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP31.5%

73 further openings account for the other 91 rounds.

Counted from 48 of the 71 matches played. The rest were not pulled for openings.

Kage

Career
247–213 · 53.7%
This season
22 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1213.8%
Hiji'uchi6P55.8%
Surigeri2K55.8%
forward movement into ResshouPP44.6%
evade down into guardG33.5%
forward movement into HagasanePK33.5%
guardG into evade down33.5%
guardG into evade up33.5%
Fusenjin3P into Shippuzan3PP22.3%
backdash into Sokudan1P22.3%
evade down into Rasen4P22.3%
evade up into SouhajinP+K22.3%
forward dash into Nagiharai6P+K22.3%
forward dash into guardG22.3%
guardG22.3%

35 further openings account for the other 35 rounds.

Lau

Career
108–90 · 54.5%
This season
11 matches · 45.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P315.8%
Touku Shashou897P+K210.5%
Chugeki6P into Hou'ou Soushou6PP15.3%
Ko'en Senshi66K+G15.3%
RenshouPP into Renshou Senputai3PPK15.3%
Saishikkyaku4K15.3%
crouch into down-back kick1K15.3%
down-back kick+guard1K+G15.3%
forward dash into Chisoutai2K+G15.3%
forward dash into Fukko Kensou1P15.3%
forward dash into Koryu Tenshinkyaku6K+G15.3%
forward dash into Saishikkyaku4K15.3%
forward movement into RenshouPP15.3%
guardG into throw escape15.3%
punchP15.3%

1 further openings account for the other 1 rounds.

Counted from 5 of the 11 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)