VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

FakkuKuroneko

  • Akira
Career matches96
Career win rate61.5%
Round win rate52.5%
Peak rank22
Distinct opponents11
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1330 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

Jean2155342161.8%
Akira2241251661.0%

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

120 of 120 rounds counted

6.0 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.136580
Jean5.734340

By opponent's character

Vanessa5.633547
Lei Fei6.035727
Sarah6.438525
Brad7.64546
Eileen5.93549
Jacky5.53283
Lion6.43853

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

Vanessa1221016.7%-27.4
Lei Fei74357.1%+13.7
Sarah770100.0%+36.5
Brad220100.0%+27.0
Eileen2020.0%-56.1
Jacky1010.0%-32.2
Lion110100.0%+17.4

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

Half Fence94544.4%-9.6
Open84450.0%+11.5
Breakable Half Fence42250.0%-6.2
Octagon32166.7%+14.5
Rectangle31233.3%-14.1
Breakable Full Fence220100.0%+27.8
Single Wall2020.0%-29.3
Full Fence110100.0%+17.4

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
Walls2254.5%55.2%-0.6
No walls1040.0%38.6%+1.4

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

seedash (Rank 27)1221016.7%
Gold---Mole (Rank 25)52340.0%
RealHooverGaming (Rank 15)440100.0%
ChefMosley (Rank 13)220100.0%
DJBustANut (Rank 24)2020.0%
JDog (Rank 20)220100.0%
CommanderBackpak (Rank 11)110100.0%
Momomia (Rank 27)1010.0%
SinNagy (Rank 21)110100.0%
heog2745 (Rank 12)110100.0%
skoydman187 (Rank 21)110100.0%

Most played opponents, most recent first

RealHooverGaming (Rank 15)2026/07/10440100.0%
DJBustANut (Rank 24)2026/07/102020.0%
seedash (Rank 27)2026/07/101221016.7%
ChefMosley (Rank 13)2026/07/10220100.0%
skoydman187 (Rank 21)2026/07/10110100.0%
JDog (Rank 20)2026/07/10220100.0%
Gold---Mole (Rank 25)2026/06/2752340.0%
CommanderBackpak (Rank 11)2026/06/27110100.0%
heog2745 (Rank 12)2026/05/31110100.0%
SinNagy (Rank 21)2026/05/31110100.0%
Momomia (Rank 27)2026/05/311010.0%

Round openings

Every character

crouch dash back3025.0%
Senzankou66P+K into throwP+G1815.0%
Rimon Chouchu66P108.3%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK86.7%
backdash75.8%
Gyaku Seikenzuki66P43.3%
crouch dash back into evade down43.3%
Koubougeri6K+G32.5%
Senzankou66P+K32.5%
Kaikyusei4P into Sayu Kaikyu4PP21.7%
Ryoutezuki66P+K21.7%
crouch dash back into KounirenPP21.7%
crouch dash back into punchP21.7%
forward dash into Rimon Chouchu66P21.7%
forward dash into throwP+G21.7%

20 further openings account for the other 21 rounds.

Akira

Career
25–16 · 61.0%
This season
21 matches · 47.6%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back1923.8%
Senzankou66P+K into throwP+G1822.5%
Rimon Chouchu66P1012.5%
backdash78.8%
Senzankou66P+K33.8%
crouch dash back into evade down33.8%
Kaikyusei4P into Sayu Kaikyu4PP22.5%
forward dash into Rimon Chouchu66P22.5%
forward dash into throwP+G22.5%
punchP into Hachimon KaidaPP22.5%
Housui2P11.2%
Satei3K+G into Goko Shutsudou3K+GP11.2%
Tsutenhou (Deflect)4P+K+G into punchP11.2%
backdash into Jouho Touken6P11.2%
backdash into Rimon Chouchu66P11.2%

7 further openings account for the other 7 rounds.

Jean

Career
34–21 · 61.8%
This season
11 matches · 54.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back1127.5%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK820.0%
Gyaku Seikenzuki66P410.0%
Koubougeri6K+G37.5%
Ryoutezuki66P+K25.0%
crouch dash back into KounirenPP25.0%
Harai'uke (Deflect)4P+K+G into punchP12.5%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP12.5%
backward movement into Gyaku Seikenzuki66P12.5%
crouch dash back into Gyaku Seikenzuki66P12.5%
crouch dash back into Koubougeri6K+G12.5%
crouch dash back into Yoko'enpi6P12.5%
crouch dash back into evade down12.5%
crouch dash back into punchP12.5%
crouch into Oishitazuki3PP12.5%

1 further openings account for the other 1 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

  • Akira: not tested (too few rounds)
  • Jean: not tested (too few rounds)