VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

OSBAN-JP

  • Goh
  • El Blaze
  • Kage
Career matches5,342
Career win rate53.7%
Round win rate48.8%
Peak rank38
Distinct opponents33
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1732 #648 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

Jean352,0081,03897051.7%
Goh351,61383577851.8%
El Blaze381,06862644258.6%
Kage3665337128256.8%

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

171 of 334 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.5388151
Goh6.740312
Kage6.33798

By opponent's character

Jacky6.539022
Lau6.538832
Akira6.739927
Goh6.136832
Jeffry6.639616
Lion6.941311
Wolf6.538917
Jean5.33192
Shun6.33798
Pai6.94144

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

Jacky1221016.7%-34.5
Lau126650.0%+0.9
Akira95455.6%+12.0
Goh95455.6%+12.2
Jeffry94544.4%-14.2
Lion83537.5%-16.3
Wolf76185.7%+35.7
Lei Fei440100.0%+44.1
Sarah42250.0%-1.9
Jean32166.7%+11.7
Vanessa32166.7%+5.7
Kage220100.0%+43.2
Shun2020.0%-46.7
Pai1010.0%-51.5

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 Fence146842.9%-4.4
Single Wall1411378.6%+28.0
Breakable Full Fence115645.5%+0.8
Open113827.3%-25.8
Rectangle118372.7%+18.8
Full Fence93633.3%-16.2
Octagon64266.7%+15.8
Low Fence41325.0%-25.8
Full Fence and Open31233.3%-17.1
Breakable Half Fence21150.0%-13.8

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
Walls5350.9%49.7%+1.3
No walls2951.7%52.3%-0.6

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

ドランクン//Konpay (Rank 38)2026/08/282020.0%
ふぇに (Rank 33)2026/06/302020.0%
黄金の右フック (Rank 33)2026/06/30220100.0%
838861銀行 (Rank 32)2026/06/3021150.0%
interceptor (Rank 40)2026/06/0474357.1%
ぬっき~@ ☆狼☆ (Rank 34)2026/06/0443175.0%
BigBoin (Rank 30)2026/05/1932166.7%
MikuMartineau (Rank 29)2026/05/19220100.0%
テクノモデル (Rank 35)2026/05/193030.0%
ヘニオ (Rank 33)2026/05/1963350.0%
エル・シエロ (Rank 35)2026/05/1951420.0%
くりたろう (Rank 34)2026/05/1931233.3%
fukuchan_tenjin (Rank 33)2026/05/1921150.0%
pinturicchio (Rank 31)2026/05/16110100.0%
おるが@のびしろF (Rank 34)2026/04/2141325.0%
くるくる坊主 (Rank 31)2026/04/21440100.0%
太鼓の別人/TaikoStrike (Rank 32)2026/04/21220100.0%
Umemon2026 (Rank 35)2026/04/2072528.6%
サンドイッチ (Rank 35)2026/04/202020.0%
★闘将拉麵男★ (Rank 34)2026/04/1662433.3%
モルト (Rank 30)2026/04/16110100.0%
うるヲ参拾 (Rank 37)2026/04/14110100.0%
デネ (Rank 37)2026/04/14220100.0%
めがじぇね (Rank 40)2026/04/1421150.0%
ハティーン (Rank 38)2026/04/14220100.0%

Round openings

Every character

backward movement into guardG257.4%
Yoko'enpi6P247.1%
Hiji'ate6P206.0%
evade down into guardG185.4%
Gyaku Seikenzuki66P144.2%
backdash into Kake'uchi46P144.2%
backward movement into evade down113.3%
guardG into evade down113.3%
evade down into evade up103.0%
backdash into evade up82.4%
forward movement into punchP72.1%
Shadow Strike6P61.8%
Shitamaeken2P61.8%
backward movement into backdash61.8%
guardG61.8%

99 further openings account for the other 150 rounds.

Jean

Career
1,038–970 · 51.7%
This season
39 matches · 43.6%
Peak rank
35

First hit in 55.6% of 151 rounds. Won 50.0% of the rounds they struck first, 35.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Yoko'enpi6P2415.3%
Gyaku Seikenzuki66P148.9%
backdash into Kake'uchi46P148.9%
backward movement into guardG106.4%
evade down into evade up74.5%
Shitamaeken2P63.8%
backward movement into evade down63.8%
evade down into guardG63.8%
backward movement into Shitamaeken2P42.5%
forward dash into Yoko'enpi6P42.5%
guardG into evade down42.5%
backdash into evade up31.9%
backward movement into Yoko'enpi6P31.9%
Shitanagi Shutou1P into evade down21.3%
backdash into evade down21.3%

41 further openings account for the other 48 rounds.

Goh

Career
835–778 · 51.8%
This season
31 matches · 48.4%
Peak rank
35

First hit in 53.0% of 115 rounds. Won 49.2% of the rounds they struck first, 42.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P2016.9%
backward movement into guardG119.3%
evade down into guardG86.8%
forward movement into punchP75.9%
backward movement into backdash54.2%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP43.4%
guardG into evade down43.4%
Kokuryusatsu Ichi46P+K32.5%
backward movement into evade down32.5%
backward movement into kickK32.5%
punchP into crouch32.5%
Soukyu46P21.7%
Sune Kudaki43P21.7%
Sune'uchi2P21.7%
backdash into evade up21.7%

34 further openings account for the other 39 rounds.

El Blaze

Career
626–442 · 58.6%
This season
13 matches · 84.6%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shadow Strike6P611.3%
Shadow Spear6K into forward movement47.5%
Straight6P+K47.5%
backward movement into guardG47.5%
evade down into guardG47.5%
backdash into evade up35.7%
up-back kick+guard7K+G35.7%
Rolling Low Knuckle1P into guardG23.8%
backward movement into evade down23.8%
guardG into evade down23.8%
up, up-back kick+guard87K+G23.8%
Fake Roll41236P into forward movement11.9%
Shadow Lance66K into forward dash11.9%
backdash into evade down11.9%
backward movement into Shadow Lance66K11.9%

13 further openings account for the other 13 rounds.

Kage

Career
371–282 · 56.8%
This season
2 matches · 0.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG225.0%
Gen'you4K+G112.5%
Hiji'uchi6P112.5%
backdash into Gen'you4K+G112.5%
evade down into evade up112.5%
guardG into evade down112.5%
punchP into kickK112.5%

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)
  • Goh: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Kage: not tested (too few rounds)