VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

paoya0423

Career matches7,591
Career win rate50.2%
Round win rate49.5%
Peak rank38
Distinct opponents207
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1710 #755 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

Jean387,5913,8083,78350.2%

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

3,750 of 4,145 rounds counted

6.7 inputs a second (403 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.74033,750

By opponent's character

Jacky6.7402435
Lau6.8409438
Akira7.0419370
Goh6.7402312
Sarah6.6394232
Kage6.7401205
Jeffry6.6395235
Lion6.7403233
Lei Fei6.7400202
Aoi6.7400212
Wolf6.6397156
Jean6.8405125
Pai6.7399158
El Blaze6.5392102
Brad6.8407117
Shun6.639897
Taka6.237537
Vanessa6.840532
Eileen7.142644
Dural6.33798

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

Jacky112615154.5%+0.8
Lau107406737.4%-5.4
Akira96564058.3%+10.5
Goh81433853.1%+8.3
Sarah66333350.0%-3.5
Kage65323349.2%+6.2
Jeffry59253442.4%-8.2
Lion59243540.7%-5.4
Lei Fei52252748.1%+0.5
Aoi51242747.1%+1.4
Wolf48242450.0%+0.6
Jean42162638.1%-9.6
Pai41241758.5%+9.5
El Blaze33122136.4%-7.4
Brad31102132.3%-15.8
Shun28121642.9%-6.9
Taka178947.1%+7.1
Vanessa135838.5%-3.2
Eileen118372.7%+30.0
Dural2020.0%-53.8

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Rectangle131617046.6%-2.2
Full Fence113585551.3%+4.0
Half Fence111525946.9%+3.0
Breakable Half Fence106485845.3%-2.8
Breakable Full Fence101495248.5%-0.3
Open99544554.5%+5.8
Octagon93425145.2%-3.8
Low Fence92425045.6%-3.6
Single Wall83384545.8%+1.5
Full Fence and Open36181850.0%+7.7

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls65547.3%47.6%-0.2
No walls27448.9%47.7%+1.2

Walls against open: -1.4 points (95% range -9.3 to +6.4), p 0.720 — 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

マサオ(AO) (Rank 39)2026/10/0228101835.7%
lapislazuli (Rank 36)2026/10/022181338.1%
ヘニオ (Rank 34)2026/10/022521484.0%
なめ (Rank 35)2026/10/02114736.4%
クレウル (Rank 36)2026/10/02107370.0%
ぱりぱり (Rank 38)2026/09/301661037.5%
くりたろう (Rank 37)2026/09/30111109.1%
都筑まもる君 (Rank 31)2026/09/30117463.6%
stepan_BVFA (Rank 39)2026/09/30134930.8%
ピーエス (Rank 39)2026/09/30127558.3%
Kiri (Rank 38)2026/09/15125741.7%
ぶーん (Rank 34)2026/09/152821775.0%
ぬっき~@ (Rank 34)2026/09/09138561.5%
マクシミリアン15世 (Rank 32)2026/09/0932122037.5%
ゲッパー (Rank 38)2026/09/0829171258.6%
ななちゃん (Rank 32)2026/09/081210283.3%
ニトロ (Rank 34)2026/09/06114736.4%
D A I (Rank 35)2026/09/03118372.7%
KAZ-morimorimiso- (Rank 35)2026/08/261851327.8%
aona (Rank 35)2026/07/171221016.7%
nanbara (Rank 35)2026/07/17102820.0%
interceptor (Rank 39)2026/07/11145935.7%
イイクルーン (Rank 38)2026/07/102091145.0%
フェイス (Rank 38)2026/07/031441028.6%
どっせ参謀 (Rank 35)2026/06/21115645.5%

Round openings

Jean

Career
3,808–3,783 · 50.2%
This season
1,014 matches · 47.5%
Peak rank
38

First hit in 49.4% of 4,129 rounds. Won 51.5% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 13.1% of rounds, against 8.2% in their other rounds.
  • Against Sarah: backs off first in 38.4% of rounds, against 21.3% against everyone else.
  • After opening the round before by backing off: backs off first in 33.9% of rounds, against 21.1% after anything else.
  • After losing a round: evades first in 27.9% of rounds, against 17.0% after winning one.
  • When behind: evades first in 27.3% of rounds, against 19.1% when ahead or level.
  • In round 4 or later: opens with “2P Shitamaeken” in 8.0% of rounds, against 4.6% in their other rounds.
  • Against Sarah: opens with “backdash into 46P Kake'uchi” in 8.6% of rounds, against 2.7% against everyone else.
  • On Rectangle stages: opens with “backdash into 46PK Kake'uchi~Maekeri'age” in 7.1% of rounds, against 2.7% on the other stages.
  • After winning a round: opens with “66P Gyaku Seikenzuki” in 17.5% of rounds, against 11.9% after losing one.
  • When ahead: opens with “66P Gyaku Seikenzuki” in 16.9% of rounds, against 13.1% when level or behind.

How is this tested?

Gyaku Seikenzuki66P56613.7%
Shitamaeken2P2285.5%
backdash into Kake'uchi~Maekeri'age46PK1363.3%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK1303.1%
backdash into Kake'uchi46P1273.1%
evade up into Gyaku Seikenzuki66P1253.0%
evade down into Gyaku Seikenzuki66P1042.5%
backdash into Konohana Sakuya43P+K872.1%
crouch dash forward into throw escape862.1%
backdash into Yoko'enpi6P822.0%
backdash into Chudan Mawashigeri3K771.9%
punchP741.8%
backdash into evade down711.7%
evade up into crouch dash forward681.6%
backdash into Doumawashi Kaitengeri46K+G661.6%

314 further openings account for the other 2,118 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky41–40 · 51%17–11 · 61%too few to test
Lau22–42 · 34%13–15 · 46%too few to test
Akira30–29 · 51%20–9 · 69%too few to test
Goh30–26 · 54%11–8 · 58%too few to test
Sarah22–22 · 50%10–9 · 53%too few to test
Kage22–19 · 54%10–12 · 45%too few to test
Jeffry20–26 · 43%5–7 · 42%too few to test
Lion15–29 · 34%7–3 · 70%too few to test
Lei Fei16–17 · 48%6–7 · 46%too few to test
Aoi19–17 · 53%2–7 · 22%too few to test
Wolf11–9 · 55%8–8 · 50%too few to test
Jean10–17 · 37%3–9 · 25%too few to test
Pai15–7 · 68%8–6 · 57%too few to test
El Blaze9–12 · 43%3–9 · 25%too few to test
Brad1–7 · 12%7–11 · 39%too few to test
Shun11–9 · 55%1–6 · 14%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?

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 (16 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: 10 of 16 tests hold up