VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jean

SKTS56

  • Lion
  • Goh
Career matches207
Career win rate82.6%
Round win rate74.8%
Peak rank29
Distinct opponents17
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1626 Not ranked yet: the list needs 50 matches. See 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

Jean29101841783.2%
Lion29100811981.0%
Goh17660100.0%

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

123 of 123 rounds counted

7.8 inputs a second (466 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.947758
Jean7.545349
Goh7.746316

By opponent's character

Lion7.947426
Akira7.745928
Pai7.746320
Sarah7.545311
Wolf7.846611
Aoi8.24907
Lau7.84708
El Blaze8.45043
Jacky8.04804
Kage7.14275

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

Lion880100.0%+14.4
Akira75271.4%-19.2
Pai64266.7%-27.4
Sarah330100.0%+12.5
Wolf330100.0%+11.6
Aoi220100.0%+14.4
Lau220100.0%+11.7
El Blaze110100.0%+17.4
Jacky110100.0%+8.1
Kage110100.0%+14.3

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

Full Fence54180.0%-10.7
Half Fence550100.0%+16.6
Single Wall53260.0%-37.2
Breakable Half Fence32166.7%-19.6
Low Fence330100.0%+11.3
Octagon330100.0%+17.6
Open330100.0%+13.8
Breakable Full Fence220100.0%+12.8
Full Fence and Open220100.0%+7.1
Rectangle110100.0%+14.3

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
Walls1989.5%86.4%+3.0
No walls1181.8%90.0%-8.2

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

力戦将棋チャンネル (Rank 31)2026/09/05110100.0%
h3-esports (Rank 27)2026/09/051010.0%
青山@はなちゃん (Rank 29)2026/08/2221150.0%
RubyEye/遅延16ms (Rank 31)2026/08/22110100.0%
nourusu (Rank 26)2026/08/05220100.0%
銀 (Rank 27)2026/07/29220100.0%
しろ☆おび。 (Rank 25)2026/07/29440100.0%
アオゾラ。aozora (Rank 27)2026/07/292020.0%
syounai (Rank 30)2026/07/29220100.0%
Martin1833 (Rank 24)2026/07/27220100.0%
orz (Rank 29)2026/07/13110100.0%
ら族 (Rank 24)2026/07/09220100.0%
jin.i.enjoy (Rank 17)2026/07/06440100.0%
サーちゃん (Rank 21)2026/07/06110100.0%
kaiji256 (Rank 21)2026/07/03110100.0%
sk901 (Rank 21)2026/07/03220100.0%
kinoppy0126 (Rank 21)2026/06/28440100.0%

Round openings

Every character

backdash into Tourou Teihozen (Deflect)4P+K+G108.1%
Juchou Senshou8P+K97.3%
forward movement into punchP75.7%
Kou'un Nidan Hizageri9K+G64.9%
backdash into evade up54.1%
backdash into Oihiji4P+K43.2%
Shitamaeken2P32.4%
backdash into Nozuchi1P+K32.4%
backdash into Souji SenpuP+K32.4%
crouch dash back into Taizan Soukoushu4P+K32.4%
crouch dash back into evade down32.4%
forward dash into evade up32.4%
Banchu6P21.6%
Raikou3P into Denkou3PP21.6%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK21.6%

48 further openings account for the other 58 rounds.

Lion

Career
81–19 · 81.0%
This season
16 matches · 87.5%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tourou Teihozen (Deflect)4P+K+G1017.2%
Juchou Senshou8P+K915.5%
backdash into Souji SenpuP+K35.2%
backdash into evade up35.2%
crouch dash back into Taizan Soukoushu4P+K35.2%
forward movement into punchP35.2%
Banchu6P23.5%
backdash into Taizan Acchou43P+K23.5%
backdash into Touku Rigou Bantaitetsu46K+G23.5%
crouch dash back into Kouho Hachihonsui44P+K23.5%
forward movement into Koushu RensuiPP23.5%
Banchu6P into Banchu Renkanshu6PP11.7%
Banchu6P into evade up11.7%
Fujinkyaku66K into Fujin Rentankyaku66KK11.7%
In'you4P into Ni In'you4PP11.7%

13 further openings account for the other 13 rounds.

Jean

Career
84–17 · 83.2%
This season
13 matches · 84.6%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kou'un Nidan Hizageri9K+G612.2%
backdash into Oihiji4P+K48.2%
Shitamaeken2P36.1%
backdash into Nozuchi1P+K36.1%
forward movement into punchP36.1%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK24.1%
backdash into Doumawashi Kaitengeri46K+G24.1%
backdash into evade up24.1%
crouch dash back into evade down24.1%
forward dash into Gyaku Seikenzuki66P24.1%
forward dash into evade up24.1%
Gyaku Seikenzuki66P into forward dash12.0%
Hangetsu NirenzukiP+K12.0%
Tate'enpi33P into Agezuki3P+K12.0%
Tate'enpi33P into Ryoutezuki66P+K12.0%

14 further openings account for the other 14 rounds.

Goh

Career
6–0 · 100.0%
This season
5 matches · 100.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Raikou3P into Denkou3PP212.5%
backdash into Aragami4K212.5%
backdash into Karura4P+K212.5%
backdash into Ni'oudaoshi3K+G212.5%
Sune'uchi2P into Tsukikage6K16.2%
backdash into Hoderi4P16.2%
backdash into Kyousengeri46K16.2%
crouch dash forward into Jibishou3P+K16.2%
forward dash into evade up16.2%
forward movement into Shouda~KasumigoroshiPK16.2%
forward movement into punchP16.2%
punchP into Denkou3PP16.2%

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

  • Lion: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)