VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

MOMOCORO

Career matches11,687
Career win rate50.5%
Round win rate50.4%
Peak rank39
Distinct opponents449
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1766 #491 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

Jean3911,6875,9075,78050.5%

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

10,011 of 12,132 rounds counted

6.8 inputs a second (407 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.840710,011

By opponent's character

Akira6.9414820
Sarah6.8407829
Jacky6.8406799
Shun6.7400709
Lau6.8411736
Lion6.9412583
Wolf6.9416614
Aoi7.1428624
Goh6.6395578
Jeffry6.8410454
Vanessa6.5392499
Kage6.4385507
Jean7.0419496
Lei Fei6.4386460
Brad6.8410406
Pai7.0419407
El Blaze6.4386240
Taka6.5387168
Eileen7.042063
Dural7.142519

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

Akira27314612753.5%+1.9
Sarah25112013147.8%-3.4
Jacky2181209855.0%+1.9
Shun2071159255.6%+8.5
Lau1998611343.2%-6.0
Lion185959051.4%-0.9
Wolf174948054.0%+3.9
Aoi172769644.2%-2.4
Goh167897853.3%+2.5
Jeffry167729543.1%-5.8
Vanessa166759145.2%-2.3
Kage151767550.3%+0.0
Jean148777152.0%-3.3
Lei Fei128755358.6%+8.1
Brad123626150.4%-2.0
Pai114615353.5%+1.8
El Blaze71314043.7%-7.0
Taka45222348.9%+3.4
Eileen1651131.2%-16.7
Dural770100.0%+42.5

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Breakable Half Fence33916217747.8%-3.2
Low Fence32715217546.5%-3.5
Full Fence30615714951.3%+2.0
Open30417413057.2%+4.9
Rectangle29113715447.1%-3.8
Single Wall28813815047.9%-2.7
Breakable Full Fence28313814548.8%-2.9
Half Fence28215412854.6%+4.9
Octagon27515312255.6%+7.0
Full Fence and Open133686551.1%+1.4

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
Walls1,77650.7%50.3%+0.5
No walls91950.5%50.9%-0.4

Walls against open: +0.9 points (95% range -3.3 to +5.1), p 0.681 — 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

うるヲ参拾 (Rank 38)2026/10/1558233539.7%
ぶーん (Rank 35)2026/10/152921872.4%
五寸釘くん (Rank 35)2026/10/1541251661.0%
究極無敵 (Rank 37)2026/10/1553302356.6%
(˘д˘)ʃStranger (Rank 36)2026/10/1554411375.9%
みんみんさん (Rank 36)2026/10/1457332457.9%
村長~災禍の中心~ (Rank 39)2026/10/1328161257.1%
RUSH (Rank 38)2026/10/1325121348.0%
おむすび山かずkaz_kcjj (Rank 40)2026/10/1335181751.4%
お~ちゃん (Rank 36)2026/10/1327161159.3%
xu.simon29 (Rank 35)2026/10/1332211165.6%
たたみん♪ (Rank 38)2026/10/1233171651.5%
マサオ(AO) (Rank 39)2026/10/0726111542.3%
ゲッパー (Rank 39)2026/10/0644212347.7%
マハリータまるこ (Rank 41)2026/09/2929161355.2%
くろね@のびしろF (Rank 35)2026/09/2829131644.8%
∈挙動不審∋ (Rank 36)2026/09/242415962.5%
都筑まもる君 (Rank 35)2026/09/2440211952.5%
ツッチー (Rank 37)2026/09/172561924.0%
小名浜DC (Rank 36)2026/09/1632141843.8%
JAYABOX (Rank 36)2026/09/1623131056.5%
じゃんぬ兄(公認) (Rank 36)2026/09/1428181064.3%
借酒中 (Rank 38)2026/09/0728121642.9%
ふかふか (Rank 38)2026/08/1826121446.1%
ヘニオ (Rank 34)2026/08/053932782.0%

Round openings

Jean

Career
5,907–5,780 · 50.5%
This season
2,982 matches · 50.4%
Peak rank
39

First hit in 48.8% of 11,182 rounds. Won 52.9% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 9.9% of rounds, against 4.8% in their other rounds.
  • Against Lion: attacks straight away in 54.8% of rounds, against 34.7% against everyone else.
  • On Rectangle stages: attacks straight away in 46.5% of rounds, against 34.9% on the other stages.
  • After opening the round before by waiting: waits first in 8.5% of rounds, against 4.5% after anything else.
  • After losing a round: backs off first in 27.6% of rounds, against 18.9% after winning one.
  • When ahead: attacks straight away in 35.8% of rounds, against 32.5% when level or behind.
  • In round 1: opens with “throw escape” in 8.7% of rounds, against 1.6% in their other rounds.
  • Against Jean: opens with “forward movement into P punch” in 26.4% of rounds, against 12.9% against everyone else.
  • On Rectangle stages: opens with “66P Gyaku Seikenzuki” in 22.6% of rounds, against 12.9% on the other stages.
  • After opening the round before with “throw escape”: opens with “throw escape” in 3.9% of rounds, against 1.5% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 18.5% of rounds, against 13.1% after losing one.
  • When ahead: opens with “66P Gyaku Seikenzuki” in 15.0% of rounds, against 11.5% when level or behind.

How is this tested?

Gyaku Seikenzuki66P1,54813.7%
forward movement into punchP1,53513.6%
crouch dash forward into Agezuki3P+K1,27411.3%
backdash into evade down4944.4%
throw escape3773.3%
backdash into Oihiji4P+K3523.1%
Tate'enpi33P2742.4%
forward movement into Hangetsu NirenzukiP+K2732.4%
guardG into throw escape2522.2%
forward movement into KounirenPP2282.0%
backdash into punchP2161.9%
crouch dash back into Oihiji4P+K1801.6%
Shitamaeken2P1691.5%
backdash into Tate'enpi33P1661.5%
Agezuki3P+K1651.5%

335 further openings account for the other 3,789 rounds.

Counted from 2,766 of the 2,982 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira80–62 · 56%50–39 · 56%-0.0
Sarah54–74 · 42%41–36 · 53%-11.4
Shun73–59 · 55%31–29 · 52%+9.2
Jacky51–57 · 47%39–27 · 59%-14.0
Lau46–62 · 43%26–36 · 42%-0.8
Lion58–52 · 53%27–22 · 55%+0.5
Jeffry43–50 · 46%13–32 · 29%+18.2
Wolf49–41 · 54%30–23 · 57%-7.5
Goh57–44 · 56%22–27 · 45%+13.9
Vanessa40–49 · 45%25–27 · 48%-5.7
Aoi35–58 · 38%20–20 · 50%-12.9
Kage39–31 · 56%20–31 · 39%+17.3
Jean49–38 · 56%17–17 · 50%+7.4
Brad27–34 · 44%23–18 · 56%-8.2
Pai37–32 · 54%15–14 · 52%too few to test
Lei Fei44–32 · 58%13–11 · 54%too few to test
El Blaze20–23 · 47%5–12 · 29%too few to test
Taka14–15 · 48%6–4 · 60%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

216 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

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 (18 here; about 0.9 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: 12 of 18 tests hold up